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#91 | |
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Join Date: Sep 2004
Location: Medford, MA
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#92 | ||||
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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A character with Broadsword skill at 17 and Weapon Bond who is disarmed can use a Shortsword at 15, or pick up a light club and use it at 17, or take a broadsword from an opponent and use that at 17. If you pick up an improvised weapon that uses Broadsword-2, you're at 15. This is why Weapon Bond is cheaper than Broadsword skill. Quote:
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Grip Mastery lets you switch between available grips for the weapon you're using, once per turn, on your turn. It does nothing to directly affect your parry, it merely removes the 'penalty' of requiring a Ready action to shift grips. Shifting to a Defensive grip gives a +1 to parry attacks from the front, and a -1 to parry attacks from the sides. Against an opponent who can flank you, this is a disadvantage rather than a benefit! Earlier, you mentioned 'freely being able to shift back and forth from defensive grip to attack', and this is also not true. You can, indeed, attack once and shift to a defensive grip - but the turn after that, you need to use your free grip shift to go back to normal attack mode, and can't use Grip Mastery a second time that turn to go back to a defensive grip. Quote:
+2 to skill would give +1 to parry, +2 to resist feints, +2 to attack at all times, and 8 more points spent in combat skills (in games where 'number of skill points' determines 'number of available style perks, this is relevant). Further, it removes this penalty only when you are using a large shield. If he is using a medium shield, he doesn't suddenly get a bonus. If he is awakened in the middle of the night and doesn't have the 10 seconds or so it takes to strap a large shield onto his arm, he's not getting a bonus. If his shield is destroyed by a greataxe-wielding barbarian, he doesn't get the bonus. If he decides to use a second weapon in his off-hand instead of a shield, he doesn't get a bonus. Is the player going to design the character to take advantage of his combat abilities? I hope so; that's the point. That doesn't mean he's getting the bonus of the perk 'all the time', and doesn't make the perk unbalanced. |
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#93 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#94 |
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Join Date: Jan 2008
Location: The Wasteland
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I don't see nothing wrong with any of those perks.
Reverse-engeneering traits isn't a fail-proof way to prove the ditto trait is badly priced. Combat Reflexes is a exemple (that I started on a thread myself about CR). I can think a lot of other exemples as that. And as other have pointed, I see perks more as penalty offshooting other than skill bonuses. Form Mastery, when used with a staff/spear, only gives you the right to use your skills altogheter. Grip Mastery gives you a +1 to parry -- in case you use a Defensive Grip -- but there are penalties, like a extra -1 to side attacks, or -2 to skill when using a one-hand weapon, and reduced swing damage, AND the perk is specialized by weapon type. Harald387 said it above. There are subtleties that you're putting aside, but actually enter on perks relevancy. And on its cost.
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Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
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#95 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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* == Because many applications, and even some OEMs of Windows don't expect it, nor do most GNU programs expect it . . . |
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#96 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#97 | |
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Join Date: Sep 2008
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AF is kind of like an extremely limited version of Lifting ST. It's effectively several levels of Lifting ST (Only for determining encumbrance penalties to skill x). The modifier is less than -80%, but it's so limited use this might be considered acceptable.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#98 | |
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Join Date: Sep 2004
Location: Torino, Italy
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SWT does not grant a bonus to weapon skill for defending and feinting, but it does grant a +2 bonus to attacks when you wield a Large Shield. And this IS worth more than 1 point. I agree that the Perks impact can be quite minor, but this doesn't mean they are not unbalanced. Anyway, I think I've made my point... some people agree that Perks are overpowered, (many) other people do not. I will stop here my rant :) Truth is, for some people if a Perk has been officially published in a GURPS book, then it HAS to be fairly balanced and priced. Publication grant an automatic legitimacy to Perks. I'd be ready to bet that if somebody on this forum proposed a Perk like Shield Wall Training *before* it was published on Martial Arts, 90% of those who now insist it's not underpriced would have said "That Perk is too powerful, Perks are for minor bonus, SWT grants +2 to attacks! Look at the Perks on Basic Set for comparison". It's adamantly clear to me that published Perks have become more and more powerful (compare Basic Set to Martial Arts to Magical Styles), not for 'game balance' reasons but to make new books more attractive. Perks in GURPS are similar to those very rare and very powerful cards in Magic the Gathering... by paying, you get to cheat :)
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#99 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Well, SWT could've been made into a Technique, but the problem with that is that Techniques cost 25% of what skills cost, and often more because they're Hard. Realistically, a fighter with a meaningful style should have many more 'fav moves' than is reasonable to buy at this cost. Here come Perks.
Seriously, would you buy 3-6 Techniques to characterize your fighter's style? |
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#100 |
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Join Date: Sep 2006
Location: Luxembourg
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Also, most of your complain seems to concern character that live, sleep, shower and travel in full armor, the large shield strapped on the arm and the bonded polearm in hand ...
celjabba |
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