Well, it *is* meant to be the "Safe and Sane" augment - don't want to take a chance rolling crap on that important augment? Go the easy way and take a lower augment.
Also, as GTA pople who got their HQ Debut copies at Toronto may have
noticed:
In Variable Augmenting, the result of a Marginal victory (usually the most
common victory - Success-Success) is 1/2 the attempted bonus. Which, if you
always go for the maximum bonus available to your ability rating, turns out
to be 1/10 of your ability rating. (Page 77 in the Hero's version, not sure
what Initiates or Runemasters got - look for the "Modifiers and
Augmentation" section. There is no Table for the rule, instead there is a
Contest format writeup for "Variable augment".)
There are a number of reasons to go with 1/10, perhaps the most important is: It is easy to calculate on the fly. The only two real choices we had were 5 and 10. Trying to divide 13w2 by 9, 8, 7 or 6 is tough to do on the best of days. 4 might have worked (it divides easily into 20), but that is a better augment than the 1/5 of HW.
RR
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