Rules Question: Specializations and the Pool Cap |
Rules Question: Specializations and the Pool Cap |
Oct 16 2005, 10:59 PM
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#1
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Target Group: Members Posts: 64 Joined: 17-December 04 Member No.: 6,886 |
Let's say I have Pistols 6 and Specialization: Semi-auto.
Let's say I also have Smartlink, Enhanced articulation, and Reflex Recorder: Pistols. I'me firing an Ares IV and agility of 5 (say). Is the ruling: 1) I have a skill of 6+2 = 8 with semi-autos, so the pool cap is (8/2)=4, so I can use (Agility) + (Skill) + (4 dice from SL,EA,RR) = 5 + 8 + 4 = 17 dice, or 2) My pistols skill is 6, and the cap is (6/3)=3, so I can use (Agility) + (Skill) + (Specialization) + (3 dice from SL,EA,RR) = 5+6+2+3 = 16 dice ? Thanks, |
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Oct 17 2005, 12:01 AM
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#2
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Moving Target Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
As far I know theres no offical call on that yet. Adam might drop in for it but I doubt it. :)
Thats an interesting way of thinking of it... that Specializations count toward the base skill for the cap rather than towards the cap or as a simple modifier like smartguns are. Not entirely sure. It might simply be a GMs call kinda thing, and that Fanpro left it open and unclarrified for this purpose. |
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Oct 17 2005, 12:08 AM
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#3
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
Well as the book is written, the only actual skill modifier that counts to the modified limit cap is specialisations, as it is the only pool modifier written in the format listed in the cap definition. That means, technically by the book, you get 6+2 with semi autos. The two counts towards your maximum limit of 9, but nothing else does. So it's 6+2, + 2 for the smartlink +1 for the reflex recorders +5 for your agility. A total of 16 dice. (Enchanced artic doesn't apply to combat skills, only physical skills)
I think the way the book is /meant/ to read however, is that devices like enhanced articulation, reflex recorders etc that act on and improve specific skills also count towards this limit, whilst more general devices like smartlinks don't. The smartlink doesn't so much improve your skill as let you get more out of your natural skill by providing situational modifiers to help out (in a similar way that tracer rounds or a laser site don't actually make you more skilled) If my guess as to how it's meant to read is correct, then the final formula would look like this 6 + 2 (skill + spec) + 1 (reflex recorder). These all count towards the maximum modified limit of 9, which you're now at. So even if you could apply the enhanced articulation to combat skills, you couldn't in this instance because you're already at your cap You then get to add 5 (agility) + 2 (smartlink), for a total of 16 dice |
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Oct 17 2005, 12:32 AM
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#4
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Target Group: Members Posts: 26 Joined: 7-September 05 Member No.: 7,699 |
Now, I'm asking this question completely ignorant of SR4 rules as I do not have a copy of the main book. Lets say that you have your skill for pistols maxed, the relative attribute maxed, and you have all that gives a positive modifier. Now I understand that there's the limit of eighteen dice for the test. But lets also say that due to bonuses you would have a pool of twenty dice (not sure if this is possible) but you have a penalty of -4 dice; for cover, darkness, whatever (I'm also not sure if that's how SR4 modifiers work).
Do you subtract that penalty from the actual pool of twenty dice for an effective pool of sixteen, or from the maximum allowable pool of 18 for a total of fourteen dice? Essentially, can positive modifiers effectively negate penalties in extraordinary circumstances like that? |
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Oct 17 2005, 12:58 AM
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#5
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
There isn't a limit of 18 dice to the pool. There is a limit to the dice you can get from stats and a limit to the dice you can get from skills, in both cases, this limit is 1.5 the maximum rating of the skill/attribute
This means that for a typical human, the most he can get is 9 dice from his modified skill, 9 dice from his modified stats, for 18 dice total. However, you can still get all sorts of modifiers to this pool based on situation stuff, like tracer rounds, aimed shots, laser sites etc. Those modifiers are not limited to 18 dice However, to answer your question in any case, the most dice you can get from your stat/skill is typically 18 dice. Even if you had cyberware that could technically take it higher, you still only get to apply the 18 dice, and then you start counting in the modifiers, be the positive or negative. The cap is absolute |
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Oct 17 2005, 01:09 AM
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#6
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Target Group: Members Posts: 64 Joined: 17-December 04 Member No.: 6,886 |
On pg 63, it says "Adept powers, implants, or magic may provide bonus dice to a skill, creating a modified skill rating, but this does not change the base skill rating. The maximum modified rating is 1.5 times the natural rating (making 9 the maximum achievable, or 10 with the Aptitude quality)." It is clear from that, the cap applies only to magical or implant adds. Not specializations. |
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Oct 17 2005, 01:23 AM
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#7
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
Well if you want to take that interperatation, then there is /technically/ nothing at all in the book that counts towards the modified skill limit, because the only thing that uses the writing format oultined is specialistions, which aren't in the list you quoted :)
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Oct 17 2005, 02:14 AM
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#8
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
OK. The rules are really fuzzy on this point. However, the rules limit skill augmentations to half the base value. Here's how the rules interact with the following bonuses you have: Smartlink: A Smartlink is not a skill bonus at all, it's a conditional modifier when you actually fire a weapon that is at this time smartlinked. So that bonus does not apply to the cap. Enhanced Articulation: Enhanced Articulation only applies to physical skills based on physical attributes. Pistols is a Combat skill based on Agility, so it doesn't get any bonus at all. Reflex Recorder: Pistols: This adds a "(+1)" to the end of your skill, and that certainly counts against your augmented limit. Specialization: Semi-Automatics: Here's where things get really weird. This puts "(+2 Semi-Automatics)" at the end of your skill. That's really similar, but not quite identical to what goes up against the cap, which is defined as "(+x)" on page 109. Circumstantial evidence indicates that it's actually not supposed to count towards that limit, as characters are specifically able to have Specializations if they have a skill of 1, and the augmented limit rounds down. --- Of course, in your instance it doesn't make any difference, because you only have 1 die that definately counts against the limit. And 2 dice that are arguably against the limit. And the whole augmentation limit is 3 dice in any case.
OK, you roll 5 dice for your agility, 9 dice for your skill, and 2 dice for your smartlink. All told, you roll 16 dice.
No problem -Frank |
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Oct 17 2005, 02:48 AM
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#9
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
Note that while attributes are capped at 150% of your racial maximum, skills are capped at 150% of your base skill. This means that if you have a 2 base skill, you can benefit from no more than a +1 skill modifier. A 4 skill can take up to a +2 modifier, and so forth. Later in the same page, the passage on specializations mentions:
This means that you can have a 1 in a skill and take a specialization, gaining another +2 to the dice pool when that specialization is applicable. This seems like a contradiction, as the section just prior said you couldn't get a +2 bonus on a skill with rating 1. In fact it isn't a contradiction; it's just counter-intuitive. A specialization "adds 2 dice to any tests made for that skill." It doesn't say it gives a +2 modifier to the skill itself. It just says when you make a test involving that skill, you get 2 more dice. ~~~~~ Attribute caps are thankfully easy to understand, but unfortunately skill caps start to get vague. Once you realize that few things are actually attribute or skill modifiers and most things are actually dice pool modifiers.... it at least startsto make sense. |
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Oct 17 2005, 02:55 AM
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#10
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
There isn't a single skill modifier in the game that says it adds directly to the skill. Every single one of them just gives you extra dice when making tests involving the skill in question, which is where half of the confusion comes from :) |
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Oct 17 2005, 03:47 AM
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#11
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Target Group: Members Posts: 64 Joined: 17-December 04 Member No.: 6,886 |
Right now it's clear to me that the writers used inconsistant language thoughout the rules, and figuring out this skill cap thing is where it really hurts. I don't think slicing and dicing the language is the way to go here.
Is there any way we can get an official ruling on this? |
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Oct 17 2005, 06:16 AM
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#12
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
How about we just throw away these augmented skill/attribute cap things entirely? It seems more trouble than they're worth, to be honest.
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Oct 17 2005, 06:19 AM
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#13
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Moving Target Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
Agreed.
I don't mind the attribute caps, though. Keeps Adepts from getting... ubber and a half... It would still be nice to know what they meant for the original rules though. :) |
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Oct 17 2005, 06:27 AM
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#14
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
I think the more realistic hope is to bring them in to line with attribute modifiers. That is, make the modified limit 1.5 times the maximum rating of the skill, and let the modifiers alter the skill directly, rather than simply adding dice
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Oct 17 2005, 02:31 PM
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#15
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
You'd still have to clearly designate which modifiers are skill modifiers and which are situational (i.e.: pool) modifiers. If you didn't, then things like aiming and superior position would bump into the cap.
Even so, it's the unclear designations that are the problem right now anyway. So basically there'd be no change from what we have now. |
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Oct 17 2005, 04:11 PM
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#16
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Moving Target Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
Perhaps they should have just made the limit to the total modification of the original dice pool be double or something (similar but not quite the same as what they have now). Does almost the exact same thing they're looking for with less of a headache.
In fact its probably a little more limiting, since modifiers apparently don't "count". Eh. It give me a headache, but will probably just be errata'd soon enough... I hope. |
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Oct 17 2005, 04:31 PM
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#17
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
The limits/caps are only applied to Augmented Attribute or Skill Ratings. Enhancements of any kind that modify the Attribute or Skill alter the Rating (normally in a permanent fashion) rather than the Pool. For the most part these are clearly identified as augmenting the base Att. or Skill Rating in their respective descriptions throughout the book.
In the vast majority of cases, these (Augmented or not) Att. and Skill Ratings are fixed and should not require any calculation in play (barring those select few enhancements/abilities that have trigger conditions), and you just add them together to produce the base Dice Pool. All other Modifiers come into play as Dice Pool Modifiers (and are detailed as such in their descriptions) - these are situational and are not capped (ie. the Dice Pool has no cap). A problem did arise regarding Skill / Specializations due to a mistake with the notation used that slipped through to the printed draft. Please refer to my post in the Errata Thread for the correct take straight from the Sprite's (Rob Boyle's) mouth. |
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Oct 17 2005, 05:39 PM
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#18
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Moving Target Group: Members Posts: 261 Joined: 26-February 02 From: Massachusetts Member No.: 2,115 |
The sooner the FAQ gets posted, the happier I'll be.
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Oct 17 2005, 08:06 PM
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#19
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
No they're not. Every single thing I can find in the book relating to skills, is a pool modifier. There isn't a single piece of tech that adds to the skill /rating/. The only thing that isn't explicitly mentioned to be a pool modifier is the adept ability, but even that says it "adds dice" rather than augments the skill rating itself |
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Oct 17 2005, 08:42 PM
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#20
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
And since a dice bonus to a skill is what creates an Augmented Skill Rating, this is the only necessity for the cap.
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Oct 17 2005, 08:49 PM
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#21
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Beg to differ, but yes they are. My statement stands (ie. that anything that augments the Att. or Skill Rating instead of the Dice Pool is clearly identified in the description as doing so). Read it again. I made no reference to there currently being multiple ways to augment Skills (though I concede the possibility there might be something I've overlooked since I'm away from my books - I still have to check if there's some spell or spirit power that might have an effect).
Rotbart is correct. Currently there is only one form of enhancement that I can find that augments Skills (the adept power Improved Ability), hence it is the only one that is currently subject to the cap. This simply confirms my previous statement. The fact that there is currently (and apparently) only one ability/enhancement that augments Skills doesn't preclude the possibility there won't be more as further products come out. |
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Oct 17 2005, 08:57 PM
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#22
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
That depends on how one reads it - since those terms are not capitalized, there is no real use in arguing on base of TTs.
Most dice pool modifiers from implants are referred to as a bonus, and are linked to certain skills, thus being subject to the cap... the list you had updated actually was fairly nice in summing it up. |
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Oct 17 2005, 09:05 PM
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#23
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Again I beg to differ. Regardless of it being capitalized or not, the various rules clearly specify that these are bonus dice to the dice pool. With a couple of minor exceptions the descriptions state which modifers (such as some implants and certain adept abilities) are dice pool modifiers and those which specifically grant extra dice to an Att. or Skill. And the rules also specifically state that the caps are on Atts. and Skill Ratings (and not dice pool). |
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Oct 17 2005, 09:24 PM
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#24
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
In fact, there is no clear line... the variety ends with a 'dice pool bonus'.
On the other hand, there is nothing in the rule that excludes dice pool modifiers to a skill test from it... |
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Oct 17 2005, 10:00 PM
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#25
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Moving Target Group: Members Posts: 268 Joined: 26-February 02 From: Brisbane, Australia Member No.: 78 |
Except, the adept power is explicitly not subject to the cap, because not only does it state outright that it "does not actually improve a skill’s rating, it only provides additional dice for tests" it also says that the maximum number of additional dice you can get is equal to your base skill rating (not 1.5 as outlined by the cap) |
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