This is of course open to each group how to interpret this, but I would feel strange to allowing pushing a roll that had 1s on all base dice before the push, but hey sure if the player come up with a really good description on how, I listen.If you push your roll, describe how. Do it yourself, don't wait for the GM - the Gm should only stop you if you go beyond the result you have rolled.
That's right, but it does not seem plausible in all situations, was all I said. If your success in a situation requires you to do something afterwards that you cannot do any longer, I fail to see the point of pushing when knowing you'll break yourself. It will only cost WP with no added benefit. I never had this situation in actual play, but I don't think I'd disallow it or feel the need to nerf it in any way. It kind of takes care of itself, because it's either cool, then go for it - or it's pointless, then the player won't do it anyway.I think that is the point. The dwarf just wont give up to succeed. They might break themselves but they'll see it done. You can break yourself but still succeed.