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Old 05-31-2009, 12:15 PM   #1
Kaldrin
 
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Default Re: Perks, can we have too many?

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Originally Posted by Gudiomen View Post
Still, it's a lot of special rules and rules exceptions to remember.
They give a few minor bonuses to add flavour. The most I've had on a character yet is my gunslinger and he's got, six, I think. Most of it has to do with enabling him to spin the guns and open doors without them going off... the biggest one is the off-hand weapon training one. But, if you do it right, they all become more or less one package after you've used them and begin to make sense.
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Old 05-31-2009, 03:57 AM   #2
Peter Knutsen
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Default Re: Perks, can we have too many?

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Too many options? Um, nope.
Official options are good, because they empower players, in that the burden of explaining why a given option should not be allowed lies on the GM, rather than a player having to explain why a non-official option should be allowed.

The problem with Perks is that there are a whole lot of them. This causes organizational difficulties.

A big and continually expanded index of official (i.e. Kromm-sanctioned) Perks, sorted by category, with each Perk placed in multiple categories, would solve the problem, though.
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Old 05-30-2009, 05:10 PM   #3
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Default Re: Perks, can we have too many?

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Basic, Martial Arts, Power-Ups 2, Magical Styles, Psionic Powers... we have so many Perks it's starting to make me feel dizzy. What's worse, they're spread over several books.
Actually, I feel the need to point out that PU2 completely includes all of the perks from Basic and MA. So at the moment, you've got PU2 (all general perks for normal type folks), Magical Styles (all magical perks for wizards) and Psionic Powers (all psi perks for psychics). That's not a bad division, as far as "splatbook" publishing goes. Three books, and two of them are specifically for very optional character types.

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Too many options? Um, nope.
QFT.
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Old 05-30-2009, 06:20 PM   #4
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Default Re: Perks, can we have too many?

Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
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Old 05-30-2009, 06:27 PM   #5
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.
...
That's what templates are for... not to mention strict pre-game genre discussions with players.
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Old 06-02-2009, 12:24 PM   #6
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Default Re: Perks, can we have too many?

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That's what ... strict pre-game ... discussions with players (are for).
Edited for broader application and endorsement. :)
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Old 05-30-2009, 06:31 PM   #7
Ragitsu
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
I'd say that's a human error, not a software issue.
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Old 05-31-2009, 04:05 AM   #8
Peter Knutsen
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Default Re: Perks, can we have too many?

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I'd say that's a human error, not a software issue.
Perhaps surprisingly, I disagree. Roleplaying gaming is a hobby for the intellectually gifted minority, so people who can't handle complex systems don't belong in it, but RPG designers can make their systems more accessible by organizing the information along sensible lines.
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Old 05-30-2009, 06:34 PM   #9
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.
There is a solution, but it isn't easy: templates and acceptable trait lists.
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Old 05-30-2009, 06:35 PM   #10
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
Or suggest they focus on the sweeping strokes of character creation, like stats, big advantages, big disadvantages, and wild card skills.

Someone with Scientist!, IQ 16, Mathematical Ability+2 and Absent-Minded is basically the same as someone with IQ 14, Per 15, Will 12, lightning calculator, Dabbler, Hyper-Specialized, Physics (Meson/Electron Interactions) 18, Astronomy 14, Geology 15 and Mathematics (Applied) 16 (just an example, don't crucify me on point totals). Both give you that kewl scientist feel, but one is much more suitable for a broadly defined scientist, and the other is better for someone who wants to be very specific about what his character is capable of doing.

Just because there are options that let you define each and every point doesn't mean you have to use them. That's WHY we have talents, wild card skills and very broad attributes. If your players are skeptical, make a few example characters for them. When they glance at their sheet and realize their extremely competent character has a mere 5-10 skills listed on his sheet, they'll start to change their tune.

(Same applies with stuff like Martial Arts. If you want to be a Sambo Practitioner, you don't NEED triangle choke-hold, iron-neck and neck snap. All you really need is Karate, Wrestling and Judo)
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