DivineWrath said:
Considering that this game has anti aging drugs, Anagathics (see p. 94), that might actually be a real possibility.
In certain cases I can see this. But where does it end?
Some people could work out all day (endurance allowing) from sunup to sunset but still never have the same abilities as a pro athlete. Two pro athletes could do the same workouts but one (maybe mid 30s) might not improve physically (but can continue to have a better mental understanding of the game) while the other (maybe in early 20s) keeps improving.
People have different body types and some have limits to what they are capable of. Do you set limits on how much one can improve or can every 40 year old have the potential to become the next Olympic gold medal winner?
Overall, I'm not trying to discourage anyone from playing the game the way they want. Just describing how I do things. My philosophies. Possible alternatives. How I interpret the rules.
Galadrion said:
Considering the game also has cybernetics, there's already a little bit of characteristic improvement built in. In both cases, all it takes is money...
In general, we are no longer hunter gatherers and the need for the general population to be physically fit (beyond health issues) is minimal. As time continues moving forward there will likely be even less need. Machines and robots with a large database and computing power (high EDU ad INT) doing all the heavy lifting (STR), being fast and capable of delicate work (DEX) and rarely needing to sleep or rest (High END although some down time for routine maintenance and batteries recharged).
People who wish to, have an easy way with augmentations to enhance their abilities and it doesn't take as long to acquire nor does it require constant upkeep (not a game mechanic but for realism, one would need to keep working out to maintain their physique).
Galadrion said:
It takes a great deal of time and devotion to the effort, which most people aren't going to carry through on.)
I agree with this.
Galadrion said:
Base system (can be used for any characteristic except Soc, which uses something else): the character must devote thirty-plus hours per week to improving the characteristic. (This means the player declares to the referee which characteristic is being worked on - and also means that it's nearly impossible to improve more than one characteristic at a time. It could conceivably be done, but you're not going to have the time to do anything else... like get involved in adventures.)
This points to a major game design decision. Does one want a mechanism that promotes not role playing and adventuring and instead grinding out characteristic improvements?
For me, I like an intellectual role playing game so I play mostly with the rules as written and don't feel a strong need to add a mechanic for characteristic improvement to my games. If and when a player role plays a character as an extreme work out fanatic who stays on the ship instead of going off adventuring with the other characters, then I will do my GMing thing and deal with it without the need for any pre defined mechanics.
If I were ever to have a group of players that were overly concerned with the randomness of characteristics I'd use the point allocation system.
If I were ever to have a group of players that were overly concerned with improving characteristics during game play I'd think about creating a system - but like I said before: any game mechanic I created would also allow characteristics to drop because a sudden change in a characters routine and the long term commitment needed to improve one thing could very well make something else drop. Also, not role playing maintaining ones characteristics that are at a higher level due to training has consequences and one could revert back to their natural state.
A weight lifter or marathon runner who gets busy with work and spends time at night school to learn new things and can't train for a few months can't perform the same as they used to.