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Old 05-13-2021, 08:26 PM   #43
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Magery as an improvable advantage?

Quote:
Originally Posted by Plane View Post
If you crit-fail the Will roll when using Extra Effort to push extra levels of a power then your ability turns off for at least one second and you need to make a HT roll to see if it gets crippled long for longer based on P156

EE is meant for active abilities though and Magery is possible considered passive, so maybe this'd only work for modified versions which have something like 'requires (attribute) roll' attached to it...

Given that crit-faiilng the HT roll on extra effort means "lasting crippling" so you're months without magery, which is a big risk so if it were allowed many mages might be scared to try it.

For those who did, they'd probably want to minimize that risk by taking a lower penalty, such as if the GM allowed 'godlike extra effort' and pumping in 5 FP to get +100% magery at will-4 instead of 1 FP to get +100% magery at will-20
The main thing to keep in mind is that extra effort normally isn't used to improve an attribute - which an upgradable Magery effectively functions as. Training one's mind as in raising IQ in theory, could be simply learning to recall things better, or could be solving puzzles on a regular basis or improving one's overall base education (what ever that means!). If in Modern times, an IQ of 10 is basically the end product of education as we know it today - then medieval times without such structured universal education should be (in GURPS terms) producing lower IQ individuals as the "norm".

Raising Health - again, not sure how one would go about raising one's HT attribute - but since it also includes fatigue as a secondary aspect, is it a process of eating right, exercising right, and having good genetics? If so, it seems decidedly odd that GURPS has Fit and Very Fit in addition to HT. Acquring FIT effectively increases HT due to the +1 save for HT saving rolls.

All of these things do not require extra effort. I'm just trying to find, for me, a good rationale for how one can raise Magery in a "story telling" sense rather than in a metagaming sense where experience points can be used to pay for ANYTHING.

GURPS originally set it up that if your character's attributes were at given levels at start of play, they were the "Character's ADULT" stage. There wasn't much room for extra improvement beyond say, +1 or +2 relative to realistic growth save for perhaps, in Body Building. Even Olympian training athletes have to train day in and day out to reach their peak levels of output and they have to work hard to KEEP that peak edge.

So - while what I latched onto may be inspired by extra effort, it isn't meant to be totally constrainted by it, largely because Extra Effort was never really meant as a game mechanism for improving Magery or other things.
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