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Machiavelli
I remember a topic where there was a discussion how "easy" it would be to get more or up to 20 dice for e.g. the firearms skill. I tried to find it but the search window didn´t accepted my search-terms. I didn´t noticed how the topic ended, but up to my last look in the basic shadowrun-book, I would say that no human character could ever get more than 19 dice in anything. Your attributes are limited to 9, no matter how much cyber- or bioware you have. Skills are limited to 9 dice (10 with the aptitide-quality) also no matter from which source the additional dice are from. So how did they justify these "20+ dice"? Even a specialisation shouldn´t be more than "additional dice", so a skill at 6 and an specialization would end in 8 dices (already one point below the absoulute max). Or did I really miss something?

And another question: the attribute maximum is 1 1/2 times your max attribut (let´s stay with humans) which means 9. But is i have e.g. an attribute at 4, can i put a lot of cyber and other stuff in to reach 9 or do i have to raise the attribute to 6 to reach the 9 and 6 would be the max for an attribute of 4?
Draco18s
There are bonuses to attributes and skills (capped at 9) and there are bonuses to dice pools (uncapped).

Specilizations are in the latter. Some cyberware is the latter as well.
ElFenrir
You can, in theory, have an attribute of 1(9) if there was cyber that gave +8 to a stat.

As for getting 20+ firearms dice?

-Bio adept. Elven. Agility of 6(10) with Muscle Toner(Restricted Gear.) Dice=10. Still have 5 essence, and thus 5 magic if magic is maxed.
-Aptitude: Pistols. Specialization: Semi-Automatics. (Or firearms of choice.) 7(+2) dice. 9 dice. Total: 19.
-+3 Improved Ability: Pistols. +3 dice. Total: 22.
-Smartlink. +2 dice. Total: 24.


That's only one way. Add SURGE in there(Metagenic Improvement: Agility), for an elven max agility of 8(12) for two more dice, or 26.

I mean, IMO, it's not worth the diminishing returns of cost vs. dice, but if you want to, that's how to do it.
Rasumichin
QUOTE (Machiavelli @ Mar 29 2009, 07:39 PM) *
I didn´t noticed how the topic ended, but up to my last look in the basic shadowrun-book, I would say that no human character could ever get more than 19 dice in anything.


Sticking just to the basic book, it's difficult to get more than 19 dice, but if you take additional rulebooks into account, it's actually pretty easy.
Around 20 dice should be possible in anything, various physical and Logic-based skills can be pumped up into the 30s or sometimes even 40s, for social skills, around 50 dice are possible (no, i'm not kidding and yes, i mean legally and entirely by the rules).

Besides, being human is kinda counterproductive to minmaxing, unfortunately, it's about the worst metatype in the BBB.

QUOTE
Your attributes are limited to 9, no matter how much cyber- or bioware you have. Skills are limited to 9 dice (10 with the aptitide-quality) also no matter from which source the additional dice are from. So how did they justify these "20+ dice"? Even a specialisation shouldn´t be more than "additional dice", so a skill at 6 and an specialization would end in 8 dices (already one point below the absoulute max). Or did I really miss something?


As Draco18s pointed out, you're wrong on the dice pool bonusses.
Directly increasing your rating is capped (to 1 1/2 your racial maximum for attributes and 1 1/2 of your current skill for skills), but bonus dice do not figure into that equation, you can pile as many of them on top of your dice pool as you can afford.

Most enhancements to skills do count as bonus dice, so the hardcap will very rarely be a concern.
Except for attributes, it will matter mostly for adepts, as only Increased Ability and Reflex Recorder (along with some rather obscure qualities from Runner's Companion) provide a direct increase of the skill rating itself.
Anything else does not add to the skill, but either to the attribute or it is an uncapped DP bonus.
Additionally, there are various ways of raising your attribute maximums (posession, becoming a cyberzombie and so on).


If you want to get a high DP for firearms using only the basic rules, choose elf as metatype, get a specialization and a smartlink, some Muscle Toner and the Increased Ability adept power or probably the Enhance Aim spell (which can provide way more bonus dice if you are a capable caster), or both.
I'd avoid Exceptional Attribute, i regard it as too costly and don't like overspecialization.
Same goes for Talented to a lesser extend.

If you also have Augmentation, you can probably forget about the Muscle Toner and go for Customized Cyberlimbs, at least if you want to focus on guns you can fire single-handedly.
Genetic Optimization may be worth looking into if you want to increase your Agility maximum, probably also Synch geneware.
If you want to go apeshit crazy, go for the option of becoming a cyberzombie or cyborg (in the latter case, you may want to take a look at Unwired to always get 5 Initiative Passes).

If you have Street Magic, spirit posession becomes interesting, as well as the Attunement metamagic, probably also Adept Centering.

From Runner's Companion, the SURGE quality Metagenetic Improvement may be interesting, though i'd choose Genetic Optimization first.
The two are cumulative, however.
Seal Shapeshifters are also a great basis for gunbunnies, but you'll have to boost your Agility by entirely magical means, as all ware (even if you can get and afford deltaware) will only benefit you in animal form and seals are...kinda bad at firing guns, i think.
If you don't like seals (which would probably indicate that you are a cruel and evil person, though wink.gif), you could become an eastern drake instead, on top of being an elf.
Drakes are kinda lame IMHO, but the eastern variety does not only appear slightly less dumb to me, but gets a nice Agility bonus and has opposoble thumbs, so you can fire a railgun in dragon form...oh, you'd want to stick to magical augmentations here, too, as this time, you don't benefit from ware when in dragon form.

Surprisingly, Arsenal offers very little in the way of improving firearm accuracy for a book that contains so many guns.
There's tracer rounds, though, which are interesting if you don't use a smartlink for whatever reason.
Moreover, there's some ways to decrease range penalties, plus some really nifty, big-ass guns (who would've thought?).

That should be about all you can do to improve your firearms skills.
I haven't discusses stuff liek Reflex Recorders and the Increase Agility spell (both from the BBB), as they are pretty much self-explanatory, i think.
I've also not really gone into how to cheese out your DPs as a cyborg, i'll leave that to the matrix and rigging experts here.
Tymeaus Jalynsfein
Please keep in mind, however, that the maximum MEAT Initiative passes you can ever aspire to (currently ) is 4... If you are in the matrix.. you can indeed get up to 5 IP.
Rasumichin
QUOTE (Tymeaus Jalynsfein @ Mar 29 2009, 09:34 PM) *
Please keep in mind, however, that the maximum MEAT Initiative passes you can ever aspire to (currently ) is 4... If you are in the matrix.. you can indeed get up to 5 IP.


Jarheads always use their matrix initiative, as they are considered to rig their body as a drone.
So yes, they can get 5 IP in physical combat, as could a jumped-in drone rigger with the proper ware and equipment.
Stahlseele
you can have up to 50 dice in climbing stuff, shooting stuff, hitting stuff, shmoozing stuff, thinking stuff, magicing stuff, rssisting stuff, according to certain min/mx excercise examples on these very boards.
but you can never ever have that kind of dice in more than one field. you can, on the other hand, pretty reliably get 20+ dice in a pretty big skill range, with the correct options built in . .
if i remember correctly, you can get agility maxed at 15 right now. so that means all agility linked skills start out with 16 dice at skill level 1 . . and there's other attributes that can be pushed to the maximum like that too.
Rasumichin
QUOTE (Stahlseele @ Mar 29 2009, 10:57 PM) *
you can have up to 50 dice in climbing stuff, shooting stuff, hitting stuff, shmoozing stuff, thinking stuff, magicing stuff, rssisting stuff, according to certain min/mx excercise examples on these very boards.
but you can never ever have that kind of dice in more than one field. you can, on the other hand, pretty reliably get 20+ dice in a pretty big skill range, with the correct options built in . .
if i remember correctly, you can get agility maxed at 15 right now. so that means all agility linked skills start out with 16 dice at skill level 1 . . and there's other attributes that can be pushed to the maximum like that too.


Hm...

Metatype Elf, Exceptional Attribute, Metagenetic Improvement, Genetic Optimization...that's 10 (15) to begin.
Now turn that elf into a cyberzombie with Essence -6 and it rises to 16 (24).
For Agility alone.
NOT counting in the skill itself, any bonus dice or -god forbid- use of Edge (30+ dice using the rule of exploding 6es is a little bit too much SR3 for my taste^^).

Okay, you have to have pointy ears and blow 30 points of your positive qualities and be a particularly deranged case of cybermantic perversion to pull that one off, but defaulting for 23 dice when using any Agility-linked skill may just be worth becoming a dandelion-munching and overly gifted...thing that insults the very basic laws of the universe with every step it makes.

Of course, using magic can theoretically earn you even bigger pools than this, if you apply it on a level that is comparably over the top.
Posession by a Force 12 spirit would bring an elf with a softmaxed AGI attribute and simple lvl. 2 muscle toners available at chargen to AGI 20, and if it was a guardian spirit, he may as well have any weapons skill at 12...but then, if you are on a level where you can conjure Force 12 spirits without letting your brain drip out your ears, you may worry about other things than mundane firearms.
Tymeaus Jalynsfein
QUOTE (Rasumichin @ Mar 29 2009, 03:45 PM) *
Jarheads always use their matrix initiative, as they are considered to rig their body as a drone.
So yes, they can get 5 IP in physical combat, as could a jumped-in drone rigger with the proper ware and equipment.


Never though of it that way... but you are probably right... I will have to remember that when I am rigging...
Thanks
Stahlseele
QUOTE (Rasumichin @ Mar 30 2009, 12:12 AM) *
Hm...

Metatype Elf, Exceptional Attribute, Metagenetic Improvement, Genetic Optimization...that's 10 (15) to begin.
Now turn that elf into a cyberzombie with Essence -6 and it rises to 16 (24).
For Agility alone.
NOT counting in the skill itself, any bonus dice or -god forbid- use of Edge (30+ dice using the rule of exploding 6es is a little bit too much SR3 for my taste^^).

Okay, you have to have pointy ears and blow 30 points of your positive qualities and be a particularly deranged case of cybermantic perversion to pull that one off, but defaulting for 23 dice when using any Agility-linked skill may just be worth becoming a dandelion-munching and overly gifted...thing that insults the very basic laws of the universe with every step it makes.

Of course, using magic can theoretically earn you even bigger pools than this, if you apply it on a level that is comparably over the top.
Posession by a Force 12 spirit would bring an elf with a softmaxed AGI attribute and simple lvl. 2 muscle toners available at chargen to AGI 20, and if it was a guardian spirit, he may as well have any weapons skill at 12...but then, if you are on a level where you can conjure Force 12 spirits without letting your brain drip out your ears, you may worry about other things than mundane firearms.

well, if you are an elf, that is not so much better than being a cyberzombie in my eyes anyway ^^
but get those attributes high and put in MBW2 on Beta or something like that, and you have skillwires so you can have your cake AND eat it too . .
Gawdzilla
In short, it is because there are things that give you extra dice for rolls without actually increasing the rating of a skill or attribute.

The Adept Power "Improved Ability" is a good example of this.
The text specifically states: "Improved Ability does not actually improve a skill's rating, it only provides additional dice for tests involving the skill", which keeps it from violating the max skill rating rule. It further states that "You cannot have more additional dice than your base skill rating", essentially this means you can double your skill.

So:
AGI 9 + Automatics 6 + Improved Ability (Automatics) 6 = 21 dice, and that is without even leaving the core book.
Add in Smartgun (+2), Skill Specialization (+2), and, say, a Customized Grip (+1) and you're at 26 dice for shooting, and that's being a human without even any real exotic options or positive qualities.
Matsci
QUOTE (Gawdzilla @ Mar 29 2009, 08:47 PM) *
In short, it is because there are things that give you extra dice for rolls without actually increasing the rating of a skill or attribute.

The Adept Power "Improved Ability" is a good example of this.
The text specifically states: "Improved Ability does not actually improve a skill's rating, it only provides additional dice for tests involving the skill", which keeps it from violating the max skill rating rule. It further states that "You cannot have more additional dice than your base skill rating", essentially this means you can double your skill.

So:
AGI 9 + Automatics 6 + Improved Ability (Automatics) 6 = 21 dice, and that is without even leaving the core book.
Add in Smartgun (+2), Skill Specialization (+2), and, say, a Customized Grip (+1) and you're at 26 dice for shooting, and that's being a human without even any real exotic options or positive qualities.


Unless you look at the Errata.
Muspellsheimr
Let us go with Mundane Human, BBB-Only. For this I am disregarding character generation limits; only the Muscle Toner is out-of-bounds, and is easily obtained after a few weeks of play anyways.


Agility: 6 (9)

Pistols: 6 (7)
- - Semi-Automatic Specialization

Smartlink, Muscle Toner 3, Reflex Recorder (Pistols)

Pistols (Semi-Automatics): 23 Dice (Take Aim x3)



Now, lets make him min-maxed (still BBB-only)

Elven Adept

Agility 8 (12)
Pistols 7 (10)
- - Semi-Automatics

Smartlink, Muscle Toner 4
Aptitude (Pistols), Exceptional Attribute (Agility)
Improved Ability 3 (Pistols)

Pistols (Semi-Automatic): 31 Dice (Take Aim x5)
Stahlseele
was the ultimate mundane climber pre or post aug?
and the first pornomancer?
or the first brick built?
hobgoblin
QUOTE (Rasumichin @ Mar 29 2009, 11:45 PM) *
Jarheads always use their matrix initiative, as they are considered to rig their body as a drone.
So yes, they can get 5 IP in physical combat, as could a jumped-in drone rigger with the proper ware and equipment.

ah yes, jarheads.

would love some more official details on those, beyond whats in augmentation.

specifically, i would have loved some detail on the use of cyberlimb mods with walker mode (not touch by the books) and mechanical arms (commented on in passing by the books, but left to gm discretion rather then any detail on capacity).
Medicineman
wasn't there a Cap to the Bonus Dicepool of 20.... ?
SR4A Optional Rules somewhere.... ?

HokaHey
Medicineman
Larsine
QUOTE (Medicineman @ Mar 30 2009, 12:30 PM) *
wasn't there a Cap to the Bonus Dicepool of 20.... ?
SR4A Optional Rules somewhere.... ?

HokaHey
Medicineman

QUOTE (SR4A page 61)
Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher.

Lars
MJBurrage
QUOTE ("SR4A page 61")
Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher.

Does this mean that jarheads and jumped in riggers—who's drone bodies do not have "natural" attributes—would be limited to 20 dice, while others would eventually have a limit in the mid twenties?

If yes, this would be a nice balance with jarheads/drones being able to get to 5 IPs while others are limited to four.
cryptoknight
QUOTE (Rasumichin @ Mar 29 2009, 06:12 PM) *
Hm...

Metatype Elf, Exceptional Attribute, Metagenetic Improvement, Genetic Optimization...that's 10 (15) to begin.
Now turn that elf into a cyberzombie with Essence -6 and it rises to 16 (24).
For Agility alone.
NOT counting in the skill itself, any bonus dice or -god forbid- use of Edge (30+ dice using the rule of exploding 6es is a little bit too much SR3 for my taste^^).


If you have 30 dice... you're better off spending the edge to reroll failures... 30 dice... 1/3 successes first roll = 10 successes. 20 dice rerolled 1/3 successes = 16.67 successes... vs. 30 dice + 6 dice of edge say... 1/6 = reroll so 12 hits + 6 rerolls = 14 hits + 1 reroll + .166667 hits = 14.67 hits.
pbangarth
There is a thread archived somewhere here in which a bunch of us used three or four different methods (algebra, calculus, ... other stuff) to arrive at the breaking point in the relationship between dice pool size and Edge pool size in deciding whether to commit to use of Edge before or after the initial roll.

The breaking point is 2.5:1. That is, if the dice pool is more than 2.5 times as large as the Edge pool, the likely number of hits is higher if you save the Edge and reroll failures. If the ratio is lower than 2.5:1, then using Edge right away is likely to get you more hits with the exploding 6s.

Of course, this doesn't take into account that exploding 6s could possibly give you an incredibly high number of successes ("18 dice, and you got 37 hits!?!"), or that rolling without Edge could save you an Edge by getting incredibly high percentage of hits ("I got 17 hits with my 18 dice, so I don't need Edge.")
Nemo
Did I understand it correct that Wired Reflexes and the Move-by-Wire-System do not increase the Reaction Attribute but add a bonus to Reaction releated tests an that the Reaction Enhancer increase the Reaction Attribut directley?
DWC
QUOTE (Nemo @ Aug 12 2009, 03:45 PM) *
Did I understand it correct that Wired Reflexes and the Move-by-Wire-System do not increase the Reaction Attribute but add a bonus to Reaction releated tests an that the Reaction Enhancer increase the Reaction Attribut directley?


Both add directly to the Reaction attribute, much like muscle replacement directly increases Strength and Agility.
DWC
QUOTE (Nemo @ Aug 12 2009, 03:45 PM) *
Did I understand it correct that Wired Reflexes and the Move-by-Wire-System do not increase the Reaction Attribute but add a bonus to Reaction releated tests an that the Reaction Enhancer increase the Reaction Attribut directley?


Both add directly to the Reaction attribute, much like muscle replacement directly increases Strength and Agility.
tsuyoshikentsu
QUOTE (Stahlseele @ Mar 30 2009, 01:15 AM) *
was the ultimate mundane climber pre or post aug?
and the first pornomancer?
or the first brick built?

The original Pornomancer was post-Aug but pre-RC. I did a better version that's current as of SR4A.
MikeTrevin
You should post the new and improved pornomancer. I've heard the rumors, but never seen the results.
Stahlseele
Has someone, by now, done a new and improved ultimate mundane climber?
i would love to see that one.
Yeah, i think the new pornomancer should be at about 60 dice . . kinda awe inspiring ^^
Glyph
Except that SR4A capped social skill dice pools...
McAllister
Theoretical max equals 52 dice, if you got 16 charisma (Elf max 8, metagenetic improvement + exceptional charisma + genetic optimization get natural max to 11 and augmented max to 16, so use drugs/Cognition/Improved Charisma spell for the extra) and 10 skill (Improved Ability 3 + Aptitude for 10 skill) then (16+10)x2 = 52

Now just find 26 dice of modifiers, and you're set.
Glyph
Except that they specified "natural" Attribute plus skill rating. frown.gif

Although I'm sure there will be a million players trying to milk any possible ambiguity out of the word "natural". biggrin.gif
McAllister
That so? I missed that, thank you. I guess that leaves us a mere 22 outside dice, and a maximum total dice pool of 48. Drat.

How many other sources are there? I reckon glamour, tailored pheromones, enhanced pheromone receptors, empathy software, skill specialization, qualities (home ground, first impression, fame, chatty, synthetic sympathy, mentor spirit/paragon), kinesics, and situational modifiers.

So, maxing out is certainly possible, especially with fame/good street rep. Wicked.
Draco18s
You'd still have to find someone in your neighborhood whom you've never meet, despite being globally famous.
McAllister
Hah! That is what happens when you combine Home Ground, First Impression and Fame, isn't it? That's funny! I never stopped to think about that. Good catch, sir.
toturi
QUOTE (McAllister @ Aug 13 2009, 12:07 PM) *
That so? I missed that, thank you. I guess that leaves us a mere 22 outside dice, and a maximum total dice pool of 48. Drat.

How are you getting the maximum total dice pool of 48?
Wombat
If you're worried about really high(read ridiculously high) dice pools in your game, then there's an optional rule on pg. 61, SR4A.

"Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher."
Machiavelli
I really don´t remember why i started this topic. I always play mages and the don´t even get close to the maximum reachable. To be honest, I don´t even get close to the 20 dice.^^
Rasumichin
QUOTE (Machiavelli @ Aug 13 2009, 07:12 AM) *
I really don´t remember why i started this topic. I always play mages and the don´t even get close to the maximum reachable. To be honest, I don´t even get close to the 20 dice.^^


Never gotten your hands on a Force6 Power Focus, have you? grinbig.gif
Machiavelli
Not even closely. If i think of the required karma for binding alone....i become dizzy.^^
Draco18s
QUOTE (toturi @ Aug 13 2009, 03:03 AM) *
How are you getting the maximum total dice pool of 48?


Here:

QUOTE (Wombat @ Aug 13 2009, 03:08 AM) *
or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher."


With Attribute + Skill at 22 it sums to 44. Not sure where the remaining 4 come from though.
StealthSigma
I don't think I saw it mentioned, but the Synch genetech grants +1 to combat dice after studying your opponent for a round....
Wombat
QUOTE (Draco18s @ Aug 13 2009, 08:31 AM) *
Here:



With Attribute + Skill at 22 it sums to 44. Not sure where the remaining 4 come from though.


I think the highest you could get there is a Bear shapeshifter w/exceptional attribute(Str or Body) capped (13) + Str or Body based skill(e.g. Parachuting or Running) w/aptitude in said skill 7. (13+7)*2=40 maximum dice pool

If anyone has seen a higher base attribute for a PC(excluding free spirits after a lot of Karma), please let me know.
Dumori
The Pornospirt build is mighty nasty. Manly as you can get a bucket load of karma from just asking nicely. Then with good pacts and powers you can farm a few magical groups for something like 90+ karma a day.
Draco18s
90 karma was from a small single group, IIRC. Something like 15-20 people.
Dumori
Yeah but wasn't that 90 karma per 28 days. Thus for 90 a day you woul really need 28*15-20 plus that could go much much higher was well howmany small groups can you make friends with. but woul will need a formula pact with one guy so these pacts cant be used against you. A nice formula pack on that hacker in full VR in your lair would work. As long as they live and aren't found you formula cant be used against you.
Draco18s
I forget. You may be right. In any case, it was shown that you could get ludicrous amounts of karma in a short time period.
tsuyoshikentsu
Well, current Pornomancer build is below. Didn't notice the Natural thing, so she's down to a meager 40 dice. (For those at home: her natural Attribute + Skill is 17, plus 17 of positive modifiers, plus 3 for her augmented Charisma over her natural, plus 3 for her augmented Con over her natural.) She can boost it to 42 by tripping balls on an eX-pixie dust speedball.

[ Spoiler ]
toturi
QUOTE (tsuyoshikentsu @ Aug 14 2009, 08:48 AM) *
Well, current Pornomancer build is below. Didn't notice the Natural thing, so she's down to a meager 40 dice. (For those at home: her natural Attribute + Skill is 17, plus 17 of positive modifiers, plus 3 for her augmented Charisma over her natural, plus 3 for her augmented Con over her natural.) She can boost it to 42 by tripping balls on an eX-pixie dust speedball.

So in effect, if the optional rule is used, then her max dice pool is 34?
Glyph
I think he considers the boosts to Charisma and skill to be Attribute/skill modifiers rather than positive social modifiers. I wouldn't interpret it the same way, but I can see where he's coming from. The thing is, the game does distinguish between skill or Attribute increases, and dice pool modifiers, so a phrase like "positive social modifiers" could be taken to mean only dice pool bonuses, rather than stat or skill boosts.
Trillinon
The question I have is, do you apply the dice pool cap before or after taking into account negative modifiers? With the rules as written, I can see how you would apply all modifiers, positive and negative, and then if it still exceeds 20, ignore the additional dice. But I feel like the intention is to cap the amount of benefit you can get from augmentations and tools to a number based on your natural Attrubute + Skill, which would suggest a desire to have the pool capped before applying negative situation modifiers.
tsuyoshikentsu
QUOTE (Glyph @ Aug 13 2009, 09:25 PM) *
I think he considers the boosts to Charisma and skill to be Attribute/skill modifiers rather than positive social modifiers. I wouldn't interpret it the same way, but I can see where he's coming from. The thing is, the game does distinguish between skill or Attribute increases, and dice pool modifiers, so a phrase like "positive social modifiers" could be taken to mean only dice pool bonuses, rather than stat or skill boosts.

You're going about this the wrong way. The reason they don't count as modifiers is because, for all intents and purposes, the attribute and skill ratings ARE the augmented ratings unless the skill tells you to roll the natural value, which it doesn't. (Because then augmentation wouldn't work.)

Also, an alternative reading (and a hilarious one) is that Social Modifiers refers only to modifiers coming from the table on page 131 -- as in, all other dice pool mods are still uncapped.
Mäx
QUOTE (tsuyoshikentsu @ Aug 14 2009, 12:51 PM) *
You're going about this the wrong way. The reason they don't count as modifiers is because, for all intents and purposes, the attribute and skill ratings ARE the augmented ratings unless the skill tells you to roll the natural value, which it doesn't. (Because then augmentation wouldn't work.)

Also, an alternative reading (and a hilarious one) is that Social Modifiers refers only to modifiers coming from the table on page 131 -- as in, all other dice pool mods are still uncapped.

If that optional rule mentioned before is used, it's the total dicepool size thats limited to (natural skill + natural atribute)*2.
But you can still get the social dicepool up to 36 dice(charisma 11 + skill 7) and thats the final dicepool size after the negative modifiers.
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