Rifts: Hard Repo
As mentioned under skills, attributes should be used as target numbers when appropriate, in much the same manner as saving throws (which also function as set target numbers, precisely as written in the rules).
Using attributes as target numbers is a nice way to make mid- and low-level numbers matter, but we’re also going to re-jig the bonus table so that low attributes impose penalties, and the bonuses are evenly applied across the spectrum. The universal table is as follows:
|Below 3||3||4-5||6-8||9-12||13-15||16-17||18||Every 2+|
As always, Speed functions differently (and as-written) and is not subject to this table.
In most cases, the bonus should be obvious. IQ adds or subtracts to the points pool for skills, PP adds to melee Strike, Parry, and Dodge, PS to melee Damage, etc. For attributes that have linked skills (like MA’s “Charm” or PB’s “Seduce”), these numbers should be applied as a bonus to any dice roll attempts at the appropriate action—in effect, Charm or Seduce become their own, independent “skill specialties.”
Bonus Dice No More
When rolling attributes, roll the indicated number of d6 (based on species) in order, as normal, but do not add bonus dice for exceptional rolls. The only way to boost attributes is through OCCs, powers, or skill selection.