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Old 01-30-2014, 01:48 PM   #1
thom
 
Join Date: Oct 2011
Default How many character points for Extra Effort and Perks?

How many character points would you charge for each individual Extra Effort, assuming you allowed your players without the Trained by a Master or Weapon Master advantages to purchase them?

How many character points would you charge for individual Perks in general, if you didn’t want to deal with the rules for tracking the required number of points in order to qualify for Perks? And so you would allow your players to purchase any Perk they wanted for the appropriate character points?

Edit: For my game, a character must have TBAM or WM to be able to use any Extra Efforts. Hence, the consideration of allowing character without these advantages to purchase EE individually...

Last edited by thom; 01-30-2014 at 02:14 PM.
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Old 01-30-2014, 01:58 PM   #2
johndallman
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Default Re: How many character points for Extra Effort and Perks?

Quote:
Originally Posted by thom View Post
How many character points would you charge for each individual Extra Effort, assuming you allowed your players without the Trained by a Master or Weapon Master advantages to purchase them?
Extra Effort (B.356) does not normally require TBaM or WM.
Quote:
How many character points would you charge for individual Perks in general, if you didn’t want to deal with the rules for tracking the required number of points in order to qualify for Perks? And so you would allow your players to purchase any Perk they wanted for the appropriate character points?
I'd leave them at one point, and just tell the players they couldn't have any more if they seemed to be unbalancing the game with perks. I don't bother with the qualification rules, which are definitely optional.
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Old 01-30-2014, 02:23 PM   #3
Kromm
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Default Re: How many character points for Extra Effort and Perks?

You don't normally need any special advantage to use extra effort in combat. If the GM rules otherwise, then each form of extra effort would be enabled by an Extra Option perk; see Power-Ups 2: Perks, p. 20. And note that all rules governing perk count are strictly optional (see Power-Ups 2: Perks, p. 3), so there's no special need to charge extra if someone has a lot of them. In fact, if you're turning options that are normally available to everybody for free into things that cost points, as in that extra effort example, then it would be wise not to limit perk counts, because players will have to buy lots of perks just to return to GURPS-normal status.
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Old 01-30-2014, 07:26 PM   #4
thom
 
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Default Re: How many character points for Extra Effort and Perks?

Thanks Kromm! Where I'm coming from is page 131 of MA, specifically:

...If only individuals with Trained by a Master or Weapon Master can employ extra effort, and if the PCs have those advantages while “cannon fodder” NPCs do not, then combat will move quickly. The masters can spend FP to buy a decisive edge over their adversaries and defeat several times their number.

I'm choosing to follow this as the "default" game assumption in my Fantasy game, but am willing to allow other players (and NPC foes) to "pick up" an Extra Effort or two (for a price). And that's why I was asking about how much it should cost.
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Old 01-30-2014, 07:31 PM   #5
Qhaysh
 
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Default Re: How many character points for Extra Effort and Perks?

Quote:
Originally Posted by thom View Post
Thanks Kromm! Where I'm coming from is page 131 of MA, specifically:

...If only individuals with Trained by a Master or Weapon Master can employ extra effort, and if the PCs have those advantages while “cannon fodder” NPCs do not, then combat will move quickly. The masters can spend FP to buy a decisive edge over their adversaries and defeat several times their number.

I'm choosing to follow this as the "default" game assumption in my Fantasy game, but am willing to allow other players (and NPC foes) to "pick up" an Extra Effort or two (for a price). And that's why I was asking about how much it should cost.
In this case TbaM and WM are acting as Unusual Background, allowing more important characters to access extra combat possibilities. These advantages work as a way to separate extras from relevant characters.
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