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#141 | |
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Banned
Join Date: Apr 2008
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#142 | |
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Banned
Join Date: Apr 2008
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#143 |
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Banned
Join Date: Apr 2008
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Here's a potentially interesting thought-experiment. Take a template from one of the books and say your allowed to add 2 points only to it, in anything including Perks. How often will a player choose two perks vs. anything else?
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#144 | |
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Join Date: Sep 2004
Location: Torino, Italy
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And characters who chose different traits, are no longer condemned to be "inferior". I am also charging *less* for some traits that are really badly written or badly priced, e.g. Speak with Plants, Chameleon, Silence,Clinging, Cultural Adaptability, Daredevil, Gunslinger, Pressure support, Walk on Liquid or Unaging (that is *totally ridicolous* at 15 points). If somebody is interested I can share my "revised trait list" with the changed costs. The more rules you change, the less it is "GURPS", of course...
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#145 | |
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Banned
Join Date: Apr 2008
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#146 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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Thank you, you made exactly my point, better than I was ever able to :) Quote:
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Last edited by Lupo; 03-29-2009 at 10:11 AM. |
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#147 | |
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Join Date: Aug 2004
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#148 | ||
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Join Date: Sep 2006
Location: Luxembourg
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Although he does have to be allowed to buy the perks. if you don't use limitation on the number of perks available, don't complain that having many perk unbalance things :) your archery scout need to have magery, training in a magic style that allow magical weapon bond, 25 cp not yet perk-claimed, 10 point in that magical style not yet fueling a perk, and 20 point in combat skill not yet assigned to a perk.(or 10 in a combat style) as long as he he not maxed out on perk, yes, they are, usually, more effective. If he did not had them at creation, your scout would need 25 cp worth of experience before buying the perks, 10 of them in his magical style and 20 in combat related skills. (lets assume 5 point goes in combat spells or skill covered by the style) As for night vision, yes, it is much wiser to buy it first -for a fantasy scout with skill at dx+1-. Quote:
I think i was not clear before. Sorry about that. Perk can be unbalanced. -there is few campaign in wich weapon bond will not be more usefull than, say, resistance to (arsenic), or hyperspecialization(yellow taraxacum ikebana) -there is few case when weapon bond will not be cheaper than +1 to skill. Still, all cost 1 point and i don't personnaly see a need to change it. And their native unbalance against non-perk is mostly balanced by -restriction on perk purchase (as the scout example above) -availability, wich does varies from campaign to campaign. (In a dungeon crawl, the fighter can be assumed to be welded to his large shield. With a backup one on the back.Not so in a more social campaign). of course, it is not perfect. And i can very well understand the simulationist want for perfect accounting. I just are not enough of a simulationist (in rpg at least) to bother, personaly. As for figleaf experiment: perk were created to have nice, usefull bonus for 1 point. If you have 1 point to spent, perk will be preferred, they are there for that. Now, take a template and add 25 point to it. How many player will take 25 perks ? (not even factoring perk limits) Moreover, if the template were being rewritten today, post power-up 1 and 2, martial arts, high-tech and ..., i think there would be more perks in it. The game have evolved. celjabba Last edited by Celjabba; 03-29-2009 at 11:09 AM. |
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#149 | ||||
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Join Date: Sep 2004
Location: Torino, Italy
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But, as I wrote, I do not LIKE that kind of limitation, because it's fuzzy, arbitrary and D&D-esque. Moreover, I hope you will realize the fact that a limitation on how many Perks you can buy does NOT solve the "problem" that some perks are unbalanced. On the contrary, if some perks are clearly more powerful than others, and each character can buy only a few perks, then most character will try to buy those few overpowered Perks. Quote:
An interesting question would be: Take a template and add 25 points to it. How many players will take Weapon Bond and 3-5 other overpowered Perks with part of those 25 points? Quote:
I guess that cool powerz, extreme cinematic-ness, and tons of "crunch" is what people want - but personally I see little reason for using GURPS to play in cinematic, over-the-top genres. There are lot of broken, silly rulesets that does that perfectly.
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#150 | |
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Join Date: Sep 2006
Location: Luxembourg
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it is ridiculous, definitively. But, in my mind, so is asking someone to spent 2 point on template created before massive perk books, and wondering why the 1 point plug are preferred to patch the one point hole... They exist for that, no wonder they are preferred for that... On the rest, Let us agree on disagree-ing :) I see and understand what you mean, i cannot see how it is game destroying. I think we all play different games, and this thread show it. (my last gurps campaign(currently on hold) was a 10+ game realist 1936 spy campaign in deutschland and africa. Counting the wild pigs assault, there were about 4 fights. A player who would have loaded himself with combat perks would have been sorry for it.) My last fantasy campaign was 3th edition, so ... I am planning another one soon, if all my player chooses the sames perk, you will get a mail of apologies from me. Knowing my players, however, it is -very- unlikely. celjabba Last edited by Celjabba; 03-29-2009 at 12:27 PM. |
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