Dinosawer wrote: ↑Mon Oct 01, 2018 12:39 am
This is not true, unless with "capped at the user's own natural exotics skill" you mean "capped at the user's own natural exotics skill or his innate ability to use said weapon, whichever is higher". The way you wrote it you can't have more than a -1 at using a weapon with -1 exotic, no matter how good you are at using weapons of said type. At least, that's how I'd interpret what you wrote.
To clarify, here's some examples:
1: Have character. Let's say character has -1 Exotics, but a +2 in energy and a +2 in conventional.
2. You find an alien gun that looks cool. It should use conventional.
3: Do the roll to see how well you can figure it out. Let's say you roll a 4 on the die. This equates to a -1 penalty.
4: The weapon would normally roll as +2, but your roll subtracts one, so you have -1 to using that weapon. You now roll +1.
You're usually good at using guns, but this alien gun is a little strange to you. You're not entirely sure what to make of it, but you're good enough with guns to (mostly) figure it out.
1. Have character. Character has +2 exotics, but a -2 in energy and conventional.
2. You find an alien gun that looks cool. It should use conventional.
3. Do the roll to see how well you can figure it out. Let's say you roll a 6 on the die. This equates to a +3 bonus.
4. The weapon would normally roll as -2, but now it rolls as +1.
You're usually terrible at using guns, but this alien gun just
makes sense to you. What a relief to finally find a weapon you can fire! It's a shame Tartarus doesn't make them like this.
1. Have character. Character has +2 exotics, and a +1 in energy and conventional.
2. You find an alien gun that looks cool. It should use conventional.
3. Do the roll to see how well you can figure it out. Let's say you roll a 5 on the die. This equates to a +2 bonus.
4. Your exotics roll adds only a +1 bonus to using the weapon, because the exotics bonus can only add up to the cap of itself. This gives you a +2 ability at using the weapon.
You're good at using guns, but the fact that this is an alien gun, and you've studied alien stuff a lot, makes it make more sense to you than usual.
1. Have character. Character has +1 exotics, and a +2 in energy and conventional.
2. You find an alien gun that looks cool. It should use conventional.
3. Do the roll to see how well you can figure it out. Let's say you roll a 5 on the die. This equates to a +1 bonus.
4. Your exotics roll will do exactly nothing, because your base value is already +2, and that's higher than your exotics skill. You will have a +2 ability at using the weapon.
Alien or not, it's a gun. You'll use it like any other.
1: Have character. Let's say character has -2 Exotics, but a +2 in energy and a +2 in conventional.
2. You find an alien gun that looks cool. It should use conventional.
3: Do the roll to see how well you can figure it out. Let's say you roll a 4 on the die. This equates to a -3 penalty.
4: The weapon would normally roll as +2, but your roll subtracts three, so you have -3 to using that weapon. You now roll -1.
Guns usually make sense to you, but you can't make heads or tails of this one. Why did those aliens have to make it so weird? You can't comprehend it.