QUOTE (Fortune) | ||
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. |
QUOTE (blakkie @ Oct 21 2005, 02:11 AM) |
.... and you providing a questionable interpretation to Synner of the Improved Ability? |
QUOTE (Fortune @ Oct 20 2005, 02:18 PM) | ||
I don't believe I personally provided any interpretation to Synner. According to him, he had the discussion with Rob about the Cap before he first posted in this thread. |
QUOTE (blakkie @ Oct 21 2005, 07:11 AM) |
You were just an accomplice bystander. |
QUOTE (Fortune) |
I think it should be pretty clear what does and doesn't fall under the cap though. |
QUOTE (Dancer) |
Also, if I have First Aid 1.... |
QUOTE (blakkie) |
Hehe. If you have First Aid(1) and a Medkit (6) you should give the Medkit to someone else in the team that has no First Aid skill, because you can only heal up a max. 1 box and they can heal up to a max of 6. ![]() |
QUOTE (jervinator) |
I just read through this thread in hope of answers and wound up with none; just more questions. Is it just me, or is this whole cap thing just an overly-complicated hunk of garbage? I understand the concept of limited skill meaning a limited ability to use certain bonuses; you gotta know how to use a gun to utilize a Smartgun link. However, the whole cap thing is so vague and poorly worded that it is worse than a waste of paper/ink. As much as I love SR and loathe AD&D, I gotta say that the d20 system does a MUCH better job of delineating the different types of bonuses and limiting which apply when. |