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> Max in a skill?
Lord Ben
post Sep 6 2005, 07:44 PM
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I know there is a max on attributes, but what is the max for a skill?
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hahnsoo
post Sep 6 2005, 07:51 PM
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The skill maximum is 6 (7 with Aptitude), and the maximum augmented skill is 1.5 times the skill rating.
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Mightyflapjack
post Sep 6 2005, 07:53 PM
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And this is the 800 lb. gorilla in my room that all my players are complaining about when we convert their characters from SR3 to SR4.
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Elve
post Sep 6 2005, 07:53 PM
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When is a skill counted as augmented?
Any clarifiactions on that?
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Mal-2
post Sep 6 2005, 07:57 PM
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The maximum (unaugmented) skill rating is 6. There's a Quality called Aptitude that will allow you to have a max of 7 in a single skill. Just like with attributes, there is also a maximum augmented rating, equal to base skill x 1.5 (which makes 9 the maximum possible rating, or 10 with the Aptitude Quality [SR4 pg 109]).
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Rotbart van Dain...
post Sep 6 2005, 07:57 PM
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QUOTE (Elve)
When is a skill counted as augmented?

When implants/spells/whatever give bonus dice explicitly to that skill.

So mnemonic enhancers augments all knowledge and language skills, but smartlink doesn't, nor do specializations.
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Dracol1ch
post Sep 6 2005, 07:57 PM
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QUOTE (Elve)
When is a skill counted as augmented?
Any clarifiactions on that?

As far as I can tell anything that raises it other than karma paid to the skill itself. It seems that the 1.5 limit stands for adept powers, cyber, you name it. Reguardless of what other limitations might be placed elsewhere (eg max aug for adepts is skill rating, availability, essence etc) the 1.5 limit appears to trump all. If it's in parenthesis then it's limited to 1.5 racial max.

--Edit--

As mentioned above certain things like smartlink, specialization etc give you a dice pool bonus on certain tests. This is not an addition to Skill Dice.
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hahnsoo
post Sep 6 2005, 07:59 PM
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QUOTE (Mightyflapjack)
And this is the 800 lb. gorilla in my room that all my players are complaining about when we convert their characters from SR3 to SR4.

Well, remember that the 10 equivalent skill in SR3 is now a 7 equivalent skill in SR4. Most 6's would be converted to 4's or 5's, and the SR4 6 is more of an equivalent to an SR3 8.
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Mal-2
post Sep 6 2005, 08:07 PM
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QUOTE (Elve)
When is a skill counted as augmented?
Any clarifiactions on that?

SR4 pg 109:
CODE
The unmodified skill rating assigned at character creation
or purchased during game play is considered to be the character’s
base skill rating. 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. These extra dice
are listed in parentheses after the base skill, as in Spellcasting
4 (+2). A modified skill cannot exceed the base skill rating x
1.5 (making 9 the maximum possible rating, or 10 with the
Aptitude Quality).


That's the only place I've seen reference to augmented skill caps so far.

Addendum: Okay, I found another reference to modified skill ratings (BTW, I love searchable PDFs!)

SR4 pg 63
CODE
The maximum natural rating available for a skill is 6, or
7 with the Aptitude quality (p. 77). 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 allowed is 1.5 times the natural
rating (making 9 the maximum achievable, or 10 with the
Aptitude quality).


Oddly, there's no mention there about specializations. I'm not sure if they should count or not. The description of how specializations work certainly sound like they would (i.e., "A specialization grants the character 2 extra dice on tests using that skill when the particular specialty applies.")

Edit: Nevermind, it looks like specializations raise your base skill (at least according to pg 63). So, maybe you could get up to a skill pool of 13? Nine from skill 7 + specialization 2 then 4 more augmented dice?
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Lord Ben
post Sep 6 2005, 08:14 PM
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Would this be legal?

4 automatics
+2 AK97
+1 recorded reflexes
+2 smart linked

So is that max really only 4?
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Lord Ben
post Sep 6 2005, 08:16 PM
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Err, I mean would I cap out at 6 since I only have 4 firearms?
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Dracol1ch
post Sep 6 2005, 08:17 PM
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QUOTE (Mal-2)

Oddly, there's no mention there about specializations.  I'm not sure if they should count or not.  The description of how specializations work certainly sound like they would (i.e., "A specialization grants the character 2 extra dice on tests using that skill when the particular specialty applies.")

The key language seems to be the difference between

"Adding dice to a skill test"

or

"Providing bonus dice to a skill"

Adding dice to a skill test is augmenting the dice pool not the skill. Providing bonus dice to the skill is augmenting the skill and would cause the skill to be read as Pistols 6 (7) for instance for a +1 die to the pistols skill.
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Mal-2
post Sep 6 2005, 08:26 PM
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Arg, now I'm completely confused.

I went to the Adept Powers section to look at the Improved Ability power. It says "This power gives you additional dice for use with a specific Active skill." followed by "You cannot have more additional dice than your base skill rating."

How is this supposed to tie in with maximum augmented skill ratings?
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Dracol1ch
post Sep 6 2005, 08:32 PM
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QUOTE (Mal-2)
I went to the Adept Powers section to look at the Improved Ability power. It says "This power gives you additional dice for use with a specific Active skill." followed by "You cannot have more additional dice than your base skill rating."

How is this supposed to tie in with maximum augmented skill ratings?

In another thread on adept twinks it was mentioned that this should probably go the way of 'adding dice to the skill'. It keeps adepts a little more grounded compared to chromers and is the way I'm playing it in my current game. The more additional dice than skill rating is a seperate limitation.

For instance. If you've got a 3 skill, you can Imp Ability for 3 more dice as that meets the limit for adepts. 6 total dice in the skill is still below the max augmented threshold. Now, if you've got a 6 in the skill you can still only Imp. Ability for 3 due to the 1.5 limitation.
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Kyoto Kid
post Sep 6 2005, 09:09 PM
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This sure changes things.

So the base max skill limit of 6 is there, regardless of the attribute that the skill is linked to. (eg even with a 7 or 8 Strength the character can still only max out at 6 in natural skill).

The Augmented limit seems to really put a damper on character growth. With 9 being the absolute once a character reaches this (via implant, magic or adept power) they can progress no further.

Sounds like they need to come up with an "Epic Level" runners supplement.
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Lord Ben
post Sep 6 2005, 09:21 PM
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Do specializations count towards the limit?

Smart link is just a bonus similiar to aiming for awhile right? So it doesn't apply?
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Walknuki
post Sep 6 2005, 09:26 PM
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QUOTE (Lord Ben)
Would this be legal?

4 automatics
+2 AK97
+1 recorded reflexes
+2 smart linked

So is that max really only 4?

Well I'm not sure what the +2 AK97's supposed to be. +2 as a specialty? If that's what you mean then you should know that you can't take a specialty more than once.

So let's say 4 Automatics, Specialty: AK97, +1 Recorded Reflexed, +2 Smart Linked, +2 Aiming.

That's a total of 10 (4+1+2+2) which it totally fine. Your skill isn't above 9. It's the other modifiers that take it up.

As for specialties I wouldn't count that towards skill limit. I'd allow a skill of 9 and a specialty no problem.
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hahnsoo
post Sep 6 2005, 09:29 PM
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Just a note that your specialization would be Assault Rifles, not AK-97. Thus:
Automatics 4 (Assault Rifles +2)

You'd roll 6 + Agility + 1 for Reflex Recorder + 2 for Smartlink + any take aim for your attack rolls with an Assault Rifle.
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Lord Ben
post Sep 6 2005, 09:33 PM
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What applies to the augmented limits then? Is it only for adepts? Or does some cyberware apply?
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mintcar
post Sep 6 2005, 09:49 PM
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Sure. Muscle replacement and the like. Anything that adds specificly to an attribute or skill for all purpouses of that rating, and only for that rating. For skills I donīt know of any examples for when it applies, as skillsofts are caped far lower.

And Lord Ben; I noticed that you confused the augumented cap, it doesnīt set the limit at your current skill * 1.5, but your maximum skill * 1.5. So in your example, you would have a skill of 4 period. All the modifiers you stated are situational and apply to the dice pool not the skill (except specialization but thats a special case).
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Mal-2
post Sep 6 2005, 09:56 PM
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QUOTE (mintcar)
And Lord Ben; I noticed that you confused the augumented cap, it doesnīt set the limit at your current skill * 1.5, but your maximum skill * 1.5.

I quoted two places from the book where it says the max is your base skill * 1.5. Can you provide a quote for your interpretation?
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mintcar
post Sep 6 2005, 10:05 PM
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Just spent some time checking it myself. And you are right it does say that. However, when it comes to skills the only significant example of were it applies is Improved Ability. And that discription says you can increase the skill up to twice your natural skill. With my interpretation both of these could be true. With yours one of them has to be false. I know what Iīm gonna go with, but I sadly canīt prove anyone wrong.

<<edit>> I would like to say that thereīs another problem here, and that is that the discription of Improved Ability states that itīs a bonus to the test, not explicitly the skill. If thatīs the way they want it, IA rocks and I canīt imagine what the base skill (or max skill?) * 1.5 even limits in the first place. I certainly havenīt seen any example of were it clearly applies as of yet.

So I simply think that this whole thing is a mess and I choose the way I wanna play it. Heck, when I first spoke up I thought that was how it was really, but now I just think there IS no right interpretation of this mess.
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Lord Ben
post Sep 6 2005, 10:16 PM
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Well, my DM is saying that all cyberware that provides a bonus counts as a bonus for the maximum. Essentially limiting anyone to 18 dice...
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Mal-2
post Sep 6 2005, 11:04 PM
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QUOTE (mintcar)
So I simply think that this whole thing is a mess and I choose the way I wanna play it. Heck, when I first spoke up I thought that was how it was really, but now I just think there IS no right interpretation of this mess.

I agree. There are two places in the book that they talk about skill caps in general discussion of how skills work. No where else do they seem to acknowledge those couple of sentences. None of the magic, cyber, or skill bonus descriptions seem to have any idea that there is an augmented skill cap.

So, until there's some clarification from on high, we should probably either ignore augmented skill caps across the board, or apply them equally to any cyber or magic that adds to skills (or rolls with particular skills).
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Czar Eggbert
post Sep 7 2005, 12:17 AM
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[
QUOTE
I went to the Adept Powers section to look at the Improved Ability power.  It says "This power gives you additional dice for use with a specific Active skill." followed by "You cannot have more additional dice than your base skill rating."


It makes no sence that if your skill is 6 you can have a 6 in this adept power but never be able to use more than a level 3. Can anyone find the logic in that?
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