Shadowrun
Shadowrun Play => Rules and such => Topic started by: skalchemist on <01-08-20/1204:10>
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I'm asking this question about sixth edition, but conceivably experience from previous editions would be very relevant, so feel free to answer however you think would be useful.
The rules themselves have a few examples of secondary linked attributes (e.g. Influence) but it doesn't take more than a moment's thought to come up with situations where other attributes not listed in the rulebook might be more appropriate with a skill in a certain situation...
* Physical threats might be better with Body+Influence
* Camouflaging a gun position when you have plenty of time might be better with Intuition+Stealth or Logic+Stealth
* Catching something that is thrown at you quickly with no warning might be better as Reaction+Athletics
etc. Some skills seem to be much more amenable to this kind of flexibility (e.g. Stealth, Athletics) than others (e.g. Biotech, Electronics).
The rules text seems to mostly be on the side of rigid links, for example on page 35 it says:
The number of dice you roll is called a dice pool. To make it, you generally look at a skill (p. 39) and a linked attribute (p. 37).
and on page 93 it says:
Skills also link to an attribute to form a dice pool, and the primary linked attribute is listed with the skill. If there are other attributes linked to the skill, they are listed as secondary attributes.
and I can't find anywhere in the rulebook where it suggests that skills and attributes could matched together more freely (other than a few general references to how the rulebook can't possibly address all conceivable situations). But theoretically there are many reasonable combinations of attribute+skill not listed in the rulebook.
In actual play, how flexible are GM's with respect to the choice of attribute to be used with a skill in the dice pools? Do they stick with the attribute specified in the rulebook regardless of circumstance, do they freely mix and match as desired, or in between? Can players suggest alternative attributes, or is it solely a GM thing?
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The Attribute linked to a skill is simply the most common use. Specific actions switch that up, Rigged vs non-Rigged vehicle tests are the best in book example. Astral tests would be another.
But a GM can make a call at a table at any time. Since there are so many variations and one-off situations it wouldn't be very practical to list out every time you'd switch out an Attribute + skill combo. It's an easy one to leave to a GM call.
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Seconding Hobbes.
A GM has free reign to say a given test uses an atypical attribute for the skill.