01-07-2024, 07:23 PM | #1 |
Join Date: Jan 2006
Location: Victoria, BC, Canada
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Perk count edge cases.
I'm trying to make sure I understand how all the perk limit rules work together and ended up with some questions.
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01-07-2024, 09:07 PM | #2 | |
Join Date: Aug 2007
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Re: Perk count edge cases.
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First question: There are many 1-pt Advantages that get classed as "Perks" because they only cost 1 pt but they shouldn't usually be treated as "Perks"..Usually _anything_ that's part of a Racial Temp[late or Meta-Trait would n ot count against your general Perk Limit. The 3rd question about Style Familiarity is one of those cases where there's a 1-pt Advantage. As a general rule you look at the listed Style cost. 1 pt of that will be for Style familiarity and the rest of the pts are for paying for required Style elements. If you're being very detailed you need to buy everything except the Style Familiarity first and then you spend that last pt on style familiarity ad you "know" that Style for all purposes. At least that would be my ruling as GM. Others might not care even that much and let you buy the Style familiarity first. As I said these questions don't come up often. I can't remebr the last they did.
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Fred Brackin |
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01-07-2024, 10:38 PM | #3 | |
Join Date: Apr 2005
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Re: Perk count edge cases.
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The 1 perk per 25 character points rule is a suggestion more than a requirement. The GM can strictly enforce this rule for perks which are part of racial or martial arts style templates or ignore it as they wish. My own opinion is that: Perks acquired as part of a racial or style template shouldn't be counted against perk limits. They're part of a package, usually added to get the package to a nice round number, as opposed to being selected on their own by the player. Points in relevant perks apply towards minimum point cost requirements for other traits just like points in skills, techniques or advantages. Yes, points in perks count towards the total number of perks you can buy. It's legitimate for a GM to limit the number of Style Familiarity, Combat or Magic perks a starting character can begin with, especially for a Dungeon Fantasy type character. It's a holdover from the character class and level system from AD&D and similar games. Starting characters never have everything the player wants, since keeping the players hungry for experience points helps to drive the game's action. GMs might also wish to withhold certain perks so they can later bestow them instead of experience points. "Congratulations, you've just defeated two ninjas from the Black Hand Society. You now have Style Familiarity (Black Hand Society Ninjitsu)." Realistically, a martial artist who regularly fights against different stylists, a combat-optimized mage, or a specialist fighter character might have dozens of perks, but that's a decision for the GM to make.
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01-08-2024, 01:28 PM | #4 | |||||||
Join Date: Jun 2022
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Re: Perk count edge cases.
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For instance, Dungeon Fantasy does not have "General Perks", it's Power-Ups are split into 4 categories: Combat, Caster, Utility, and Profession, and those categories do not overlap. Combat and Caster are both limited to 1 Perk per 20 points in skills, there are no Utility Perks, and the only limit to Profession Perks are the limits in each profession. * At least in the three sources I read, all three treat Style Perks as their own category that doesn't count against other categories. Quote:
But if you want, you could treat Style Perks as either Combat or Magical Perks as appropriate, or either if the Style is both. Quote:
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For Death Fist, I'd say all style components count towards Style Perks (unfortunately the Style has no Magical Perks in it, though it could certainly use a few), the purely "combat" skills also count towards Combat Perks and the Spells count towards Magical Perks. |
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01-08-2024, 02:07 PM | #5 |
Join Date: Jan 2006
Location: Victoria, BC, Canada
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Re: Perk count edge cases.
Thaumatology: Magic Styles, p. 21
The rules at that point are rather confusing and by themselves I would have interpreted them as meaning that the counts are independent like combat styles. The example following seems rather clear that the intent is that points toward shared spells only count toward the perk limit for one of the styles. |
01-08-2024, 02:28 PM | #6 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Perk count edge cases.
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What supplement introduces count limits to perks? I know a lot of people ignore the advice in the Basic Set, "No perk should provide wealth, social standing, or combat bonuses." I guess that supplements ignore this as well? Do they do so explicitly ("Even though the Basic Set says...")? |
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01-08-2024, 08:23 PM | #7 | |
Join Date: Jan 2006
Location: Victoria, BC, Canada
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Re: Perk count edge cases.
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I found four perks that give a combat skill bonus: "Secret Style", "Drunken Fighting", "Ground Guard", and "Weapon Bond". Lots of others give reduced skill penalties in specific combat circumstances. There are also a few that give other kinds of combat bonus like ST, SM, or DR or combat related benefits other than a numeric bonus. Perks that give very specific forms of social standing (Citizenship, License, Courtesy Title, Hidden Status) are in Power-Ups 2 and Social Engineering. I couldn't find any reference from a supplement defining such perks to the rule you cite on B100. So it seems like that rule has been quietly relaxed. |
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01-16-2024, 03:39 AM | #8 | |
Join Date: Jun 2022
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Re: Perk count edge cases.
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Looks like I've always read that wrong. |
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