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<blockquote data-quote="aramis erak" data-source="post: 9182744" data-attributes="member: 6779310"><p>Not sometimes; will is a pseudo attribute of IQ modified by strong or weak will.</p><p>Note also: if IQ > 14, but has Weak Will, Will is 14-(Weak Will levels).</p><p></p><p>Note that one's will score CAN exceed 14; this is relevant because will can be negatively modified by various situations, and any IQ +strong will > 13 will result in a potentially higher target after situationals for a given single roll. So a guy with IQ 16 and Strong Will 3 modifies from an 19, then trims the result to 13 if still above 13. Such as him having Manaphobia... -0 for magic in the area, -3 for being targeted with friendly, or -6 if targeted by unfriendly. So Mr Will 19 needs a 13- on any manaphobia roll he makes while not otherwise impaired. But the IQ 16 guy needs a 13- on any in the area or allies targeting him, and a 10- if targeted by hostile wizards...</p><p>All the other GURPS GMs I've played under treated it as 15+ for autofail, not 14+... all three of them. And they played with each other.</p><p>I completely ignored the 14+, using only the default 17+ autofail. Largely because I was very sloppy towards the end of my era of GURPS fandom (which was 1E to very early 3e, not 3R. G:V was the beginning of the end for me. G:Ogre was the final straw. Battlesuit and Ogre were explicit the infantry were lobbing tacnukes, but G:Ogre was HV Railguns at damage levels that would knock the suit over.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9182744, member: 6779310"] Not sometimes; will is a pseudo attribute of IQ modified by strong or weak will. Note also: if IQ > 14, but has Weak Will, Will is 14-(Weak Will levels). Note that one's will score CAN exceed 14; this is relevant because will can be negatively modified by various situations, and any IQ +strong will > 13 will result in a potentially higher target after situationals for a given single roll. So a guy with IQ 16 and Strong Will 3 modifies from an 19, then trims the result to 13 if still above 13. Such as him having Manaphobia... -0 for magic in the area, -3 for being targeted with friendly, or -6 if targeted by unfriendly. So Mr Will 19 needs a 13- on any manaphobia roll he makes while not otherwise impaired. But the IQ 16 guy needs a 13- on any in the area or allies targeting him, and a 10- if targeted by hostile wizards... All the other GURPS GMs I've played under treated it as 15+ for autofail, not 14+... all three of them. And they played with each other. I completely ignored the 14+, using only the default 17+ autofail. Largely because I was very sloppy towards the end of my era of GURPS fandom (which was 1E to very early 3e, not 3R. G:V was the beginning of the end for me. G:Ogre was the final straw. Battlesuit and Ogre were explicit the infantry were lobbing tacnukes, but G:Ogre was HV Railguns at damage levels that would knock the suit over.) [/QUOTE]
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