Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-13-2021, 06:03 PM   #23
Anaraxes
 
Join Date: Sep 2007
Default Re: Magery as an improvable advantage?

Quote:
Originally Posted by hal View Post
I treat Magery 1 as much an inborn trait as Magery 2 is. If you don't start with Magery 2, you're stuck with what you had at the start of the campaign.
Then you have your definition for that setting. An unchangeable value fixed at character creation (barring extreme magic) is one of the options covered early on upthread. Certainly that occurs often enough in the source literature.

Quote:
So, yes. I'm looking for the rationale as to how spending 10 points to raise magery 0 after start of play to magery 1 has an IN GAME explanation for how it occurs.
Why, if you've got the definition that you like? By definition, that can't occur, so there is no such rationale.

Other settings don't have to have that assumption built in. It doesn't make sense to me to demand a rationale to convince you otherwise for your own game, particularly if you've already made up your mind that there cannot be any such acceptable rationale. Play your game the way you want. There's no GURPS police that will come along and force you to stop because you're Doing It Wrong. And if other people are playing under other assumptions, that's okay, too.
Anaraxes is offline   Reply With Quote
 

Tags
extra effort, improvement through study, magery, magery 0


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:51 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.