Steve Cansdale
Villager
I understand that the mechanism for defining a maximum dice pool is based on the Grade is Attribute + Skill + Equipment (and that there are some factors that can add/subtract dice but these are not included in the Grade cap).
Q1. For skill checks, I assume any excess dice (Attribute + Skill) over the maximum for the Grade are just lost?
Q2. Does this limitation apply to Combat? If so, what happens to any "excess" dice? Example: if the Grade 5 PC ends up with a basic (A+S+E) dice pool of 7d6, what happens to the excess 2d6? Are these just lost or can they be "converted" to a bonus damage dice?
Q3. Does the maximum dice pool for a Grade also bite when calculating derived statistics? These are driven by the core attributes plus dice from the skills (example: Health is END + WIL + Hardy) and might exceed the Grade maximum.
Just want to make sure that I'm not diddling my players out of dice!
Q1. For skill checks, I assume any excess dice (Attribute + Skill) over the maximum for the Grade are just lost?
Q2. Does this limitation apply to Combat? If so, what happens to any "excess" dice? Example: if the Grade 5 PC ends up with a basic (A+S+E) dice pool of 7d6, what happens to the excess 2d6? Are these just lost or can they be "converted" to a bonus damage dice?
Q3. Does the maximum dice pool for a Grade also bite when calculating derived statistics? These are driven by the core attributes plus dice from the skills (example: Health is END + WIL + Hardy) and might exceed the Grade maximum.
Just want to make sure that I'm not diddling my players out of dice!
