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> Contradiction
Synner
post Oct 9 2005, 01:24 PM
Post #26


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To paraphrase something I said in the other thread:
QUOTE
  • Attribute Rating modifiers (which contribute to an Augmented Attribute Rating, are noted in parenthesis besides the relevant Attribute, are generally static/fixed - exception to those with trigger mechanisms or conditions - and are capped);
  • Skill Rating modifiers (which contribute to an Augmented Skill Rating, are noted in parenthesis besides the relevant Skill, are generally static/fixed -  and are capped);
  • and Dice Pool modifiers (which are not listed on as part of either of the above and are not capped).

In the vast majority of in game situations, you should not have to calculate the first Attribute and Skill Rating modifiers. You just refer to the listed value and add that together as part of the Skill + Att sum to produce your base Dice Pool. Rating modifiers, as I call them, only really come into play as Augmented Att or Skill Ratings and so are pretty much static - you could say the caps are on the Ratings rather than the modifiers.

The latter, Dice Pool modifiers, are the only modifiers that really need to be calculated (again exception made to the rare Att and Skill modifiers which aren't considered to be always "on"). Dice Pool modifiers are generally situational and circumstancial and fluctuate positively and negatively. They are easily identified because they have no notation on Att and Skill Ratings on the character sheet, are not listed in parenthesis (ie. smartgun links, laser sights, visibility modifiers, movement modifiers) and in most cases either their description specifically states they are dice pool modifiers or they appear on lists of situational dice pool modifiers (ie. combat). Finally, they modify your Dice Pool after Augmented Att + Skill have been added together. To the best of my knowledge, at no point does the book state that these are capped.
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