QUOTE (Aerospider @ Jun 22 2011, 04:25 PM)

One could as easily say 'All characters are allowed all other skills, why should magical skills be different?'. This issue is only relevant to mystic adepts and their very nature is about their chosen balance between magician and adept, so allowing Improved Ability for magical skills gives one narrow character class the option of paying Magic points into one discipline to boost the other.
I track your logic through here. Is that an objection of over Specialization?
QUOTE (Aerospider @ Jun 22 2011, 04:25 PM)

Never mind game balance, this kind of thing goes against gaming in general. Either you make it a way to get more for your BPs or a way to get less, so either everyone does it or no one does.
Game balance was my fundamental concern. But I don't think I understand what your saying here. With "goes against gaming general" can you elaborate?
QUOTE (Aerospider @ Jun 22 2011, 04:25 PM)

Either way, it detracts from the gaming and thematic elements of the mystic adept making highly significant choices.
So it's a case of logic and consistency be fanned - it's the way it is because it has to be.
As I understand the development of the adept archetype started out simply as the "Internalization of magic" it developed away from that basis in two directions, 1st into hybrid caster with physical side, 2nd social using magic in more mental nad communicative ways.
Given adept powers are the internalization of Mana focused to increase skills/attributes, why doesn't it follow that you could use that to add at magical skills and drain related attributes? I can accept a balance issue. However mechanically you could trade 1.5 points of magic for 3 dice but you would be losing 2 dice so you would only net 1 die, while decreasing your ability to actually cast maximum force spells by 2.) So I'm unclear as to whether or not this is a real balance issue.