Keep them coming gents.
The min/max trade off and values has me thinking up ideas about the general size of the dice pools and extent of a characters possible skill.
Since points equal a persons relative skill, and that skill number is a direct correlation to dice amount I've been giving it some thought that a skill number can go as high as say a 4 normally, a 5 with achievements and perks that boost it up.
Soft cap 4, hard cap 5.
So a skilled gunner may have a 3 in awareness, 3 in firearms, 1 in a specialization for rifles and a Rifle with a dice score of 4=11 dice. With a roughly 30% chance to score a success they may come up with a dice roll of 3 success. Those success dice could then be further balanced by an enemies armor, which could reduce the amount of damage done.
Another example
Social engineering for somebody who is so so in social events
Impressing a person- poise 2, socializing 2, specialty high class parties 1, trait bonus "it's mostly for show" add 3 for pistol=8
With lower scores but good traits a character still has a reasonable chance at gettin a success in social situations that didn't put to many points into being social.
With the hard cap at 5 this could make it so characters couldn't do, say this...
Awareness 5, firearms 5, specialty rifle 5, rifle 4, trait Military trained +2 awareness +2 firearms, -2 int, -2 socializing. = 23
With a hard cap the player would only get a score of 19, the military training perk couldn't add to stats already capped at 5, this also makes it so players couldn't stack traits with similar bonuses. A 19 is still pretty much, point your gun at it and it dies, but it does make it so special dice challenge rules can come into effect and actually be affective.
For example, lets say that previous dice score was a called shot, aiming for the head. This comes at a -5 for difficulty, score is now 15, still likely going to be a kill shot if a success goes into the dome. But the enemy is wearing a helmet, so make the damage non-lethal. So the player Aims, +1, new roll is 16, but they want to make sure it's a kill shot, so they specify they are aiming for the face, uncovered area, another -5, dice score is now an 11 and still stands a good chance of braining the enemy, which is what we would expect from a maxed out score Gunner.