FrankTrollman wrote:What if the players had Edge that was spent on their behalf to make their abilities work, and the amount that was spent was a hidden number based on how short their die roll was? This way the players would get a bunch of positive results if they did a series of cold tests, and some of the tests would deplete the fate point reserve and some of it wouldn't, but that wouldn't look any different. This sort of thing would make such tests give meaningless information until they had carried a high cost. Presumably, this would negate the tendency of players to want to use up screen time calling coinflips and scratching lotto tickets.
If so, your points should be refreshed by reality quakes. That means you can't ever perform the tests and then get your points back without rendering the tests invalid, and it helps counteract the temporary disadvantage of resetting your knowledge with the temporary advantage of a full tank.
Unfortunately, in addition to making the tests meaningless until you run out of points, this
also makes your secret magic school meaningless until you run out of points. You're burning points faster depending on what you do, but you get no feedback at all about how fast you're burning them until they're gone, so you've got a period of having "all" powers, which lasts for an essentially random number of spells, and then at precisely the point your school actually matters, the reason not to do a training montage evaporates. I doubt that's an improvement.
Fectin's original idea (at least as I understood it) was that you pay a fixed cost to
try to use an ability, and your odds of success are based on your current magic school. Which means that performing a bunch of tests is an entirely effective way of determining your school, but it also reduces the value of that knowledge, because your school only matters
until you run out of points (rather than only mattering
after you run out of points). If you calibrate the numbers correctly, you can probably make it so that the most efficient option is
usually to figure things out as you go along, "testing" in the field so that you don't waste points (still takes approximately the same number of points to figure out, but you accomplish useful stuff in the process).
However, you'd need to ensure that there isn't too much difference between schools in the effectiveness of critical survival skills (like blocking bullets), or else PCs couldn't afford
not to test before getting into a firefight.
That also has the disadvantage that at some point, the players run out of reality manipulation powers, and can't get them back until the next reality quake. Maybe instead of turning the powers off entirely, someone who runs out of points just reverts to the "default school of magic" which is the worst at everything. The key thing is that, once your points run out, you no longer care what random school of magic you were assigned - otherwise, you'll do the training montage then, if not before.
I suppose you could also say that, rather than limiting how much you can do, your points are just a countdown until your magic school is rerandomized. So, whether you train or not, your school suddenly shifts right around the time you were starting to become sure you knew which school you were. That would require shifting on an individual basis, though, rather than using the reality quake idea.
Though it also means you could conceal from players exactly when their powers shifted, so they're never sure whether their last 3 attempts failed because of a run of bad luck or because they're now a Cancer instead of a Sagittarius or whatever. That may or may not be a good thing.