The features do though... Also, the way positive dice are added hasd everything to do with the act at hand.
I fire a handgun (+1 positive), I am a crack shot (+1 positive), I am at close range (+1 positive), targett is stationary (+1 positive) all these positive dice come from a physical standpoint and could be used to cancel out the negative dice. It just seems weird to inflict mental stress from this roll.
In fact, it would seem highly detrimental to do so as there would be no way of reversing it. You would never inflict physical stress (or be less inclined to do so) for failing a social or mental test.
In your example, there are no negative dice.
None, that I wrote down. I was just making a point of the amunt of dice that would come from psoitive features that have to do with a characteristic (in this case physical) that might cancel out possible negatives.
As I said, something like this depends on common sense. I've seen people suggest using the Horrifying feature in a physical attack when Horrifying (to me) represents something more mental than physical. So if you do use Horrifying in a physical attack, why couldn't some or one point of stress be mental instead of physical?
I made a seperate roll for the horrifying quality, remeniscent of a fear check. It was rolled on the mental stats.
Was there something in my example which did not make sense?
- Joe is standing in the street when a group of three zombies round a corner and make for him. He pulls his pistol and starts firing. He's got a pistol, is a crack shot, and is aiming, so we will say he has 4 positive dice and a Dex stat of 3. The zombies are shambling, but are unrelenting and horrifying, so they give 2 negative dice. Total roll on positive dice is 5, 2, 2, 1. Total roll on negative dice is 4, 2. The 5 is over the stat so is eliminated. Two 2s from the positive and negative dice cancel each other out. But he does hit for 5 damage (2 successes + 3 pistol damage). But 1 negative die roll (4) is uncancelled. This could be applied as mental stress being that the zombies are still at range and thus described as Joe beginning to freak out as the get closer to him.
As I wouldn't use the horrifying feature as a setback in such a case I guess this example would never work as such in my game.
Next round, Joe (Dex 3) starts running for the door of the mall. Looking back, as he runs, he tries to continue shooting. Not able to aim, Joe is down to three positive dice (1 base, 1 pistol, 1 crack shot). The zombies are still coming (unrelenting) but he is running which will throw off his aim (1 negative die) for a total of 2 negative dice. Rolling he gets a 4 and two 3s on the positive dice and a pair of 4s on the negative dice. The 4s cancel each other out leaving a positive pair of 3s and one negative 4. As to the positive dice, I could run this as a normal hit (5 damage again) or (if using the head shot feature) have him take out a zombie with a head shot. As to the one negative die, it could be described as stumbling over debris while running inflicting a point of physical stress or more mental stress as the other zombies keep coming. Personally I'd go with the former as I think taking out a zombie would reduce the horror of the situation somewhat, but either works.
And here again is why I think this doesn't work. All dice here come from physical activities but the stress could be attributed to mental in this way. While it could be way more elegantly handled. By having the character get physical stress and then having to roll a mental test to see whether the shambling horde will mess him up mentally.
As I said previously, stress inflicted in a test is not tied to the trait being tested
I agree, but the outcome should be on that characteristic though. I might have a character shake and tremble in fear and add a negative dice to his shot because of the larger risk of hurting himself for instance.
My approach would be to roll more tests instead of combining them (which is basically what you are proposing.)