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#151 | ||
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Join Date: Sep 2004
Location: Medford, MA
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Now, if we go for a more fair 5pts, very few of my players would go with Perks (first off, they may not have the perk allotments)...they'd go with Status, or Attractiveness, or Skills, or some other advantage. Lots of things really. You know something that matched the character concept. And if they went with a perk or two...it would be one that matched their character concept. |
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#152 | ||
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Join Date: Sep 2004
Location: Medford, MA
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(http://forums.sjgames.com/showpost.p...2&postcount=15) Quote:
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#153 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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If one plays games with no combat, then Combat Reflexes at 15pts is a spectacular waste of points. If the game is "all combat all the time," it's a steal. Raising the cost until not every combat character takes it is a fine way to promote diversity for an individual GM who doesn't want all the characters to have the same set of "useful" traits. Either that or the GM needs to make a "Campaign Survival Package" consisting of (for example), a few levels of Luck, Combat Reflexes, and some levels of Acute Senses or something, and give it to every character, and then encourage players to differentiate themselves from that starting point. Then, the player who approaches you and says "Hey...I don't want my guy to have CR...can I do that?" becomes the unique one.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#154 | ||
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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I think there are some perks that are more powerful than others (Rule of 17, Rule of 15, both are awesome), but I haven't seen any of them overbalance any play. Sure the Rule of 15 made fright checks in a different supers game a little less . . . um . . . frightening. And the character who had spent 2 points on Rule of 18 for one ability got significantly more use out of those points than the character who bought High-Heeled Heroine and High-Heeled Hurt. But, it didn't unbalance the game. Not even a little. In all the games I play I have yet to see a perk "break" the campaign, or even be unbalancing on a level that reduces the fun of the session. More often than not, they're just neat little things that come up on occasion and the character gets a slight bonus for thinking ahead. |
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#155 | |
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Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Second question. Why should we do that? Archers are already getting that for free in our games. Besides as the Perk description says "You need a strong bow to see range and damage improvements; theres no effect when shooting a bow of your ST or less." So if you lose your way cool, custom bow you don't get the benefits. |
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#156 | |
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Banned
Join Date: Apr 2008
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I'm glad to hear your players still like skills and techniques. My OP really is asking that. I wonder whether your experience is true for others. |
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#157 | |
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Join Date: Sep 2004
Location: Medford, MA
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Also, my players...and the people I play with, tend to be method actory types. They don't focus on combat or min-maxing. And if they do, they find themselves ill equipped for the challenges that they face in a game I run. Shield Wall Training perk is not going to help you when the central dilemma is if you should betray King Connal and switch over to the rebel alliance side or not. The challenges in my games tend to be challenges of character. Skills and advantages are far more useful than a perk or a technique. Also, maybe you are a big combat monster with techniques and perks and skills. That's fine...but maybe you shouldn't have gotten into that duel with the Crown Prince...and maybe you shouldn't have beaten him so badly...because now there is a lot of fallout. The kind of game you run makes a big difference. Plus, I enforce perk buying rules. But even then, my players aren't all that interested in Perks in general. Last edited by trooper6; 03-29-2009 at 05:00 PM. |
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#158 | |
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Join Date: Jul 2008
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#159 | |
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Join Date: Jun 2006
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Of course it's hard to call this abusive when you paid 500 points for it, but I'd bet more limited versions (to allow you to say, pick any 3 Perks with some limitations to make them changable with modest effort) could start looking iffy. The best 3 perks for some situations might be "worth" a good chunk of the 15 or so points such a Modular Ability would cost, depending on the limitations chosen, and given you can reconfigure for any such combination if there's some warning....
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-- MA Lloyd |
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#160 | |
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Banned
Join Date: Apr 2008
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I agree, the CP value are, taken invidually, arbitrary. But taken in comparison to eachother, the relativity forms a part of verisimilitude -- IRL, few people have reliable intution and for those who do it's very helpful; while for most people they will rarely ever discover if they are (slightly) Hard to Kill. The former ability is costly compared to the latter -- reflecting the RL experience of the two abilities' utility. |
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