Quote:
Originally Posted by Boge
Again, for those of you that put caps on Attributes or skills, what caps do you set them at?
At the end of your campaigns, when you're basically done with those characters, about how CP total do your players reach?
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Our group uses the "Know Your Own Strength" article from Pyramid 3-83 and as such ST follows the same rules as the other 3.
So, Attributes cap at 15, but Unusual Background [10] (and appropriately explained, described and approved) may allow 1 to 16.
Skills cap at Attribute + Advantage + 10
Also, my entire group comes from a long "laws of diminishing return" style play (i.e Shadowrun) where the skills get harder to raise the higher they get. To this, we are experimenting with a house rule:
Skills are normal cost to raise up to Att level. Thereafter you add 1 to the cost per level thereafter. (Att+1 costs 1 extra, Att+2 costs 2 extra, Att+3 costs 3 extra, etc). Talents give a discount to the extra charge equal to the level (to represent "that kids' a natural" aspect).