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#1 |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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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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-safe from the children born as ghosts |
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#2 |
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Banned
Join Date: Oct 2007
Location: Europe
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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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#3 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
QFT.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#4 |
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Join Date: Jan 2008
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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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If I say something, don't take it seriously... I really don't know what I'm talking about. |
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#5 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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#6 |
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Join Date: May 2009
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#7 | |
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Banned
Join Date: Dec 2007
Location: Portland, Oregon
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#8 |
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Banned
Join Date: Oct 2007
Location: Europe
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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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#9 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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There is a solution, but it isn't easy: templates and acceptable trait lists.
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#10 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
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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| Tags |
| perks, rules |
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