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> Rules Question: Specializations and the Pool Cap
Shinobi Killfist
post Oct 17 2005, 10:01 PM
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and the problem with adept abilities is it specifically gives its own cap of x2 the skill. Since you can have up to your skill level in adept bonus dice. Not up to 1/2 your skill level, so it may use the correct wording, though even that is poorly worded to show that, but it is an exception that goes past the x1.5.
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Synner
post Oct 17 2005, 10:06 PM
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QUOTE (NightRain @ Oct 17 2005, 10:00 PM)
QUOTE (Synner @ Oct 18 2005, 06:49 AM)
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.

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)

If that is the case (which it might be, I'm away from my book), then currently no augmentation works on Skills; but as I said elsewhere regarding the errata, if you want the fully monty you'll have to wait for the official update (or mail Rob Boyle once he gets back from Germany).
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Fortune
post Oct 17 2005, 10:56 PM
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QUOTE (Synner)
If that is the case (which it might be, I'm away from my book), then currently no augmentation works on Skills ...

That is what I have been saying for a while. There is nothing in SR4 (so far) that is subject to the Augmentation Cap, as far as Skills are concerned.
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NightRain
post Oct 17 2005, 11:21 PM
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Which in turn is what I basically said in my very first reply to this thread :)
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Fortune
post Oct 18 2005, 01:33 AM
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QUOTE (NightRain)
Which in turn is what I basically said in my very first reply to this thread

Yeah I know, but for some reason people keep on arguing with us about it. :spin:
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blakkie
post Oct 18 2005, 02:25 AM
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QUOTE
Improved Ability does not actually improve a skill’s _____ rating,
it only provides additional dice for tests involving the skill.


I think they left out the word 'base' where i put in the underline. Especially considering that elsewhere it is explicitly mentioned that some Adept powers do come under the modified skill cap. Likely they intended to imply "base" given the last paragraph on page 106 refers to the natural Skill as the "rating". But the stuff that is capped at 1.5*Skill is refered to as "modified ratings" and in that context one paragraph later on page 109 they refer to what they called "ratings" before as "base ratings". Thus confusion.

The book's terminology use regarding skills seems for-crap sloppy. The BBB has viciously vague wording in places, and the area of Skill cap is probably the most problematic since it's impact is so far reaching. You have to stop literal rules reading it and try to extract the intent, which seems to be inline what Synner has suggested in past threads. *shrug*

In short to get Skill caps you must stop reading through the eyes of a lawyer and instead get your Rules Zen on. :wobble:
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NightRain
post Oct 18 2005, 03:29 AM
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QUOTE
But the stuff that is capped at 1.5*Skill is refered to as "modified ratings" and in that context one paragraph later on page 109 they refer to what they called "ratings" before as "base ratings". Thus confusion.


That still doesn't address the fact that the adept ability explicitly limits the maximum number of dice to your current rating in the skill, which is an outright and explicit contradiction to the 1.5x cap.

QUOTE
In short to get Skill caps you must stop reading through the eyes of a lawyer and instead get your Rules Zen on. :wobble:


Which is again, what I basically said in my first post :)

I have no intention of playing the skill rules as they are written, but more as I think they were /meant/ to be written :)
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FrankTrollman
post Oct 18 2005, 03:52 AM
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My houserules on the subject are that the augmented maximum is 3 more than your base skill.

Specializations count as part of the base skill. Adept Bonus Skill Dice count against the augmented cap. Bioware reflex recorders do as well. So does the Analyze Device spell.

That seems to behave about how the rules imply they were intended to function. That's just a house rule, however.

-Frank
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blakkie
post Oct 18 2005, 05:32 AM
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QUOTE (NightRain @ Oct 17 2005, 09:29 PM)
QUOTE
But the stuff that is capped at 1.5*Skill is refered to as "modified ratings" and in that context one paragraph later on page 109 they refer to what they called "ratings" before as "base ratings". Thus confusion.


That still doesn't address the fact that the adept ability explicitly limits the maximum number of dice to your current rating in the skill, which is an outright and explicit contradiction to the 1.5x cap.

1) I have already discussed in previous threads the possible typo error (missing a single word). That Skill caps are based on the natural maximum, not current base ranking, given that the former meshes better with the examples.
2) If there are two limits in effect, and one is never reached because of another? *shrug* It isn't the only place that you'll find this logical artifact. In this case even more understable given that, IIRC, limiting the power's dice to the Skill rating is a copy-paste from SR3, right?

QUOTE

QUOTE
In short to get Skill caps you must stop reading through the eyes of a lawyer and instead get your Rules Zen on. 


Which is again, what I basically said in my first post.

I have no intention of playing the skill rules as they are written, but more as I think they were /meant/ to be written


However in this case it is incorrect to assert that the RAW definatively states that Improved [edit]Ability[/edit] dice do not count towards the Skill cap. So in that case you actually get to play them as written. Well, hopefully with a bit less confusion anyway. ;)

EDIT: @Rotbart van Dainig :P
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NightRain
post Oct 18 2005, 05:47 AM
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QUOTE (blakkie)
However in this case it is incorrect to assert that the RAW definatively states that Improved Attribute dice do not count towards the Skill cap. So in that case you actually get to play them as written. Well, hopefully with a bit less confusion anyway. ;)

They will certainly count in my games, but I still don't know that I agree that I'm reading the rules as written incorrectly :)
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Rotbart van Dain...
post Oct 18 2005, 06:11 AM
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QUOTE (blakkie)
However in this case it is incorrect to assert that the RAW definatively states that Improved Attribute dice do not count towards the Skill cap.

They don't, but thats implicit. ;)
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blakkie
post Oct 18 2005, 07:29 AM
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QUOTE (de udda fella)
QUOTE (blakkie @ Oct 18 2005, 03:32 PM)
However in this case it is incorrect to assert that the RAW definatively states that Improved Attribute dice do not count towards the Skill cap. So in that case you actually get to play them as written. Well, hopefully with a bit less confusion anyway. ;)

They will certainly count in my games, but I still don't know that I agree that I'm reading the rules as written incorrectly :)

You are floating down the river in Egypt? :D
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Rotbart van Dain...
post Oct 18 2005, 07:55 AM
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No, I'm not NightRain. ;)
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NightRain
post Oct 18 2005, 08:08 AM
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QUOTE (blakkie)
You are floating down the river in Egypt? :D

That one went straight over my head...
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Xenith
post Oct 18 2005, 08:27 AM
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'de Nile of course. :please:
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NightRain
post Oct 18 2005, 08:32 AM
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So he was asking me if I was in denial? What's with the question mark? :)
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snowRaven
post Oct 18 2005, 10:59 AM
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don't mind me...I'm tired...
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Azralon
post Oct 18 2005, 03:36 PM
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QUOTE (NightRain)
the adept power ... "does not actually improve a skill’s rating, it only provides additional dice for tests"

That's the definition of a modified skill, though.

QUOTE (SR4 p109)
Some spells, abilities and implants may provide bonus dice to a skill, creating a modified skill rating, but this does not change the base skill rating.


I'm at a loss as to why adepts can get a power that's capped at 200% when a fundamental rule says 150%. My two guesses are:

1) Maybe the extra 50% is meant as a "debuff buffer," letting you offset some skill penalties by burning the skill buff first before eating into the 150% cap.
2) Maybe the original skill cap was 200% and the adept power writeup wasn't corrected before the printing. I find this more likely than #1.
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Eyeless Blond
post Oct 18 2005, 03:43 PM
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Or the two rules were written without the people writing them ever referring to each other. This dismays me, because something as far-reaching as a total cap on all Skill and Attribute modifiers certainly *should* be mentioned to everyone, but it doesn't surprise me.
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snowRaven
post Oct 18 2005, 11:47 PM
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...or, as was suggested, the 200% cap on Improved Ability is simply a 'cut-n-paste' from SR3 (and probably not the only one...)
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blakkie
post Oct 19 2005, 01:27 AM
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*cough*spirit stats*cough* :(
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Fortune
post Oct 19 2005, 04:54 AM
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The entire Spirit rules (as far as stats go) need a good overhaul. They are just way too powerful on a number of levels.
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ef31415
post Oct 20 2005, 03:39 AM
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Considering that we have a large number of posting all basically coming to different interpretations (the only two that agree are of the opinion that the cap doesn't actually apply to anything yet :wobble: ) I can safely say

For the love of Pete, who can we get to straighten this out? With a _lot_ of examples? I can understand happy rules, but this is one area the language needs to be consistant and precise over the whole ruleset.

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Fortune
post Oct 20 2005, 04:53 AM
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QUOTE (ef31415)
... the only two that agree are of the opinion that the cap doesn't actually apply to anything yet ...

What we agree on is that currently there are no skill modifiers as listed that count towards the Augmented Cap. This is based on reading the rules, and the words of Synner, one of the Freelancers, and his relaying of the words from Rob, the Line Director.
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Shinobi Killfist
post Oct 20 2005, 06:29 AM
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QUOTE (Azralon)
QUOTE (NightRain @ Oct 17 2005, 06:00 PM)
the adept power ...  "does not actually improve a skill’s rating, it only provides additional dice for tests"

That's the definition of a modified skill, though.

QUOTE (SR4 p109)
Some spells, abilities and implants may provide bonus dice to a skill, creating a modified skill rating, but this does not change the base skill rating.


I'm at a loss as to why adepts can get a power that's capped at 200% when a fundamental rule says 150%. My two guesses are:

1) Maybe the extra 50% is meant as a "debuff buffer," letting you offset some skill penalties by burning the skill buff first before eating into the 150% cap.
2) Maybe the original skill cap was 200% and the adept power writeup wasn't corrected before the printing. I find this more likely than #1.

or maybe adepts should just get a bigger cap. There paying .5 magic for a specific skill bonus, things like the reflex recorder cost .2 essense for a skill group bonus. Who would I want to have a higher cap the guy paying .5 for pistols or the guy paying .2 for firearms.. Now the magic stat is effectively unlimited so in the incredibly long run that .5 is effectively cheaper but still it would take lots of initiation and magic stat increases to get to that point.
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