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Old 05-28-2017, 09:25 AM   #31
johndallman
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Default Re: [Basic] Skill of the week: Surgery

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Originally Posted by Andreas View Post
Why would that be optimal with the default Magic rules? IQ 10, Magery 7 is significantly less expensive, allows the learning of spells faster and allows you to spend more FP on spells.
The IQ 14 Magery 3 habit developed with 3e, where Magery was usually limited to three levels. That is still mentioned as suitable for "classic fantasy" in Basic.
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Old 05-28-2017, 12:23 PM   #32
Bruno
 
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Default Re: [Basic] Skill of the week: Surgery

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Originally Posted by Andreas View Post
Why would that be optimal with the default Magic rules? IQ 10, Magery 7 is significantly less expensive, allows the learning of spells faster and allows you to spend more FP on spells.
In third edition IQ costs went 10/20/30/45/60/80/100/..., while Magery went 15/25/35 (Magery 0 being bundled in with Magery 1). Magery was capped at 3.

Obviously it's cheapest to max your Magery out. Then you bought enough IQ to get your spells up to 15, which meant IQ 14.
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Old 05-28-2017, 08:45 PM   #33
simply Nathan
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Default Re: [Basic] Skill of the week: Surgery

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Originally Posted by Andreas View Post
Why would that be optimal with the default Magic rules? IQ 10, Magery 7 is significantly less expensive, allows the learning of spells faster and allows you to spend more FP on spells.
Because you usually aren't allowed to buy Magery 4+ without an Unusual Background, often one of 10/level? It's something GURPS seemed a little paranoid about early in 4th Edition, just like the boogeyman of "weapon Talent". It's one of those things that's been loosening up.
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