GMMichael
Guide of Modos
P&P RPG uses a three-tiered character design system: abilities, skills, and perks. Abilities are the character's inherent qualities, skills are what he's learned or experienced, and perks are everything else.
The forefather of these perks is the D&D 3.0 Feat, which was supposed to be a cool feature you could add to your character, that wasn't any more powerful than any other Feat. Well, that was the theory. I'm trying to take this cool feature and include any other cool things a character can do, like fly, resist spells, use supernatural powers, have darkvision, and even...be taller than a halfling.
So I have these questions and answers for establishing perks:
1 - Do the other players accept the inclusion of this perk?
If not, the player will need a less significant perk, or DM permission to use it.
2 - Would the player be comfortable with NPCs having this perk?
If not, it's probably too strong.
3 - Does the perk meet the definition of a Skill (ability increases incrementally)?
If so, it should be considered a skill, not a perk.
4 - Does the perk exceed the general power or usefulness of any other perks?
If so, it should be added to a perk stack, or retooled.
Most D&D feats meet the perk criteria, and here are a couple of my own:
Speedy: you gain a boost to your movement of X due to being tall, fast, or light on your feet.
Spellbook Use: you have the ability to cast spells directly from a spellbook, which allows you to cast a spell that you don't know. (In P&P, spells per day are limited by taking damage, not by a class table).
So my first question: what sort of class abilities do a warrior, wizard, thief, or cleric have that aren't already listed as "feats," and couldn't be called "skills?"
The forefather of these perks is the D&D 3.0 Feat, which was supposed to be a cool feature you could add to your character, that wasn't any more powerful than any other Feat. Well, that was the theory. I'm trying to take this cool feature and include any other cool things a character can do, like fly, resist spells, use supernatural powers, have darkvision, and even...be taller than a halfling.
So I have these questions and answers for establishing perks:
1 - Do the other players accept the inclusion of this perk?
If not, the player will need a less significant perk, or DM permission to use it.
2 - Would the player be comfortable with NPCs having this perk?
If not, it's probably too strong.
3 - Does the perk meet the definition of a Skill (ability increases incrementally)?
If so, it should be considered a skill, not a perk.
4 - Does the perk exceed the general power or usefulness of any other perks?
If so, it should be added to a perk stack, or retooled.
Most D&D feats meet the perk criteria, and here are a couple of my own:
Speedy: you gain a boost to your movement of X due to being tall, fast, or light on your feet.
Spellbook Use: you have the ability to cast spells directly from a spellbook, which allows you to cast a spell that you don't know. (In P&P, spells per day are limited by taking damage, not by a class table).
So my first question: what sort of class abilities do a warrior, wizard, thief, or cleric have that aren't already listed as "feats," and couldn't be called "skills?"