From: | Mike Hartmann <hartmann@***********.M.EUNET.DE> |
---|---|
Subject: | Raising attributes and skills |
Date: | Sun, 2 Mar 1997 17:25:27 +0000 |
just one simple (or not so simple ?) question:
how do you handle the cost of raising skills and attributes, if they
are cyber-/bio-/physad-enhanced? Do the cost depend on the "natural"
attribute/skill or on the modified?
For example: John Doe has a natural Quickness of 5, which is
enhanced by a muscle augmentation rating 4, for a total of 9. Now he
has some spare karma and wants to raise it. Will the cost be
a) 6 (for raising the natural Quickness from 5 to 6)
b) 10 (for raising the total Quickness from 9 to 10) _OR_
c) 15 (because the total Quickness is beyond the racial maximum) ????
For skills this question is similar, if you use reflex recorders or
the physad-power "enhanced skill".
Before you answer take the following "arguments" into account:
- cyberware-modified attributes are not always used, so applying the
cost of the total attribute would be unjust.
- bioware-modified attributes are counted as natural attributes (to
be found somewhere in shadowtech)
- it is harder to raise a high attribute, especially if it is
"technically" enhanced.
- what about quickened/locked "enhance atteibute"-spells? Are they
destroyed when raising the attribute, because the spell is "tuned"
to the old attribute (Target number is twice the attribute). Are the
cost for raising the attribute based on the enhanced one?
(Those arguments showed up, when we were discussing the thing
in our group)
Well, think about it...:-)
Bye Mike-awaiting-a-long-thread-about this-thing