I'm having a bit of trouble determining how augmented attribute maximums work and how to apply them when magic comes in to play. Even worse, when magic gets combined with cyberware or bioware.
In 4e the concept of augmented maximums was spelled out explicitly in the Attribute Ratings section of the Game Concepts chapter, 4eCR pg 68.
The standard range of natural human attributes is rated on a scale of 1 to 6, with 3 being average. Physical and Mental attributes have a maximum natural rating of 6 plus or minus metatype modifiers, depending on metatype (p. 81). The maximum augmented attribute value for each metatype is equal to 1.5 times this figure, rounded down (see the Metatype Attribute Table, p. 81).
But there's no similarly clear definition for augmented maximums in the 5e Game Concepts section so far as I can tell. The closest thing in the book that I've found is under the Spending your Resources section of the Creating a Shadowrunner chapter, 5eCR pg 94.
Keep in mind there are three restrictions when it comes to purchasing gear. First, when purchasing augmentations such as cyberware and bioware, each attribute rating (Mental and Physical) can only receive an augmentation bonus of up to +4. If the attribute being raised has not reached its natural maximum limit, the attribute can be raised naturally with Karma; but at no point can augmentations exceed the +4 bonus cap.
This seems like a really odd place to put the only mention of augmentation limits, and it doesn't actually use the term "augmented maximum", which is the term found under the description for the spell Increase Attribute. Instead it uses the term augmentation bonus cap. So, is the spell increase attribute limited to giving a +4 bonus, regardless of force and base stat?
Say a mage with willpower 5 casts increase attribute [willpower] on himself and rolls 5 successes. Is his willpower now 5(9) or 5(10) ?
Lets make things even more complicated. Say you have a runner with natural strength 2 and muscle augmentation bioware level 2 giving her a strength of 2(4). The description for muscle augmentation explicitly states it's not compatible with other augmentations that increases strength (5eCR pg 459) (which differs from muscle replacement cyberware which is incompatible with augmentation to
muscles) but it's unclear how either augmentation is meant to combines with magic spells. The wording for the increase attribute spell itself makes clear it's intended to be possible to cast the spell on already augmented stats, but it doesn't say which other augmentations it's compatible with or if the bonuses from the spell and possible cyber and bio are intended to be cumulative or if only the greater bonus should be applied. So, getting back to this scenario, let's say the party's mage casts increase attribute [strength] on the other runner at force 4 and gets 3 successes.
What happens?
- Does the spell combine with the bioware giving a cumulative bonus of +5 and a final strength stat of 2(7)?
- Does the spell combine with the bioware giving a cumulative bonus which is capped at +4 giving a final strength of 2(6)?
- Does the spell effectively override the bioware with only the largest bonus of +3 being applied since they aren't cumulative and the runner ends up with a final strength of 2(5)?
- Does the spell not combine with the bioware and simply fail to give any bonus at all, leaving the runner with the same 2(4) strength that she started with?
Would this scenario play out differently if it was muscle replacement cyber instead of muscle augmentation bio providing that +2 augmentation bonus, since the bio can't be combined with other augmentations to
strength while the cyber can't be combined to other augmentations to
muscle, or is that a pedantic distinction of semantics that shouldn't make any difference and is likely just down to bad editing.
Any insight and opinions would be appreciated with bonus karma given out if you can find rules that apply which I've somehow overlooked! Thanks chummers.