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#1 | |
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Join Date: Aug 2004
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Quote:
I'm not sure what purpose a general perk limit serves. |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Interesting. It isn't however terribly clear, or there wouldn't be so many elbows in this thread.
Me neither, but Kromm must think differently or he wouldn't have suggested it. I'd like to understand what that is. |
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#3 | |
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Join Date: Jan 2005
Location: Japan
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Quote:
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I see where you are coming from, but if it was so obviously transparent there wouldn't be so many who seem to think otherwise.
Last edited by sir_pudding; 11-14-2010 at 10:32 PM. |
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#5 |
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Join Date: Jan 2005
Location: Japan
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Sorry, English is difficult.
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Perk limits are mandatory for styles – magical or martial – to give styles added value, but merely a suggestion to the GM otherwise. General perks are on top of anything specific you get for styles. If you have 40 points in the skills of a fighting style, you can learn four Style Perks for your style and two extra for all those points you spent. If you have 20 points in the spells of a magical style, you can learn two Magic Perks for your style and one extra for having lots of spells. If the GM imposes the "one perk per 25 points" limit from Power-Ups 2, that's an extra bonus . . . a lot like "any PC can have five quirks, regardless of how many points he's worth or what he spends his points on." Thus, if your 150-point PC has 40 points in the skills of a fighting style and 20 points in the spells of a magical style, he can have six general perks, six Style Perks, and three Magic Perks in total.
Magic Perks and Style Perks tend to be a lot more potent than general perks, so their limits are more important. The idea is that these perks serve as small enhancements on magic or combat capability, priced to scale with skill-point outlay rather than the cost of enabling advantages (Magery, Trained by a Master, etc.). Whereas while general perks can enhance skills, they're mainly about characterization – like quirks, but unequivocally beneficial. If the GM limits these, it's more to avoid hard-to-roleplay characters than to balance capabilities.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Why isn't that 4 Style Perks (1/10points) and 2 unrestricted combat perks (1/20points)?
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#8 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Quote:
Are the six general perks restricted to non-combat perks? |
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#9 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Huh? "Style Perk" is the term of art for any combat perk, however you justify it. That's just what they're called.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#10 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
If it helps, I suppose it's worth breaking it down in even more detail by saying that if a 150-point PC has 40 points in the skills of a fighting style and 20 points in the spells of a magical style, he can have six general perks, two unrestricted Style Perks, four additional Style Perks specific to his fighting style, one unrestricted Magic Perk, and two additional Magic Perks specific to his magical style.
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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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| Tags |
| martial arts, perks |
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