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Tashiro
post Mar 20 2013, 03:40 PM
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QUOTE (Fatum @ Mar 20 2013, 10:12 AM) *
Technomancers were times better as NPC otaku. Now all the mystery is gone, replaced with hurf-durf matrix mages.


You say that like it's a bad thing. I'd wanted Technomancers since 1st edition. I saw no reason why humanity and the cycle of magic couldn't adapt to technology, and the technomancers were the perfect bridge of the divide. It was already established that the matrix allowed you to project your consciousness into it through the use of technology, it wasn't just 'I can see the net' -- otherwise people couldn't be lost in the machine.

And if the matrix is a focal point for human imagination and awareness, then it would probably have a resonance - an astral presence in some fashion. However, it does not have as much human tradition and the weight of history to give it the strength that we have for magic. It it, however, developing this. We're starting to get preconceptions of what the matrix is, we're adding urban legend and myth to it. There's popular movies, video games, and books defining 'the matrix' as a place and an idea, rather than a thing. Again, this gives strength to the matrix as a concept, and as such, again, it probably would gain astral presence because of this. Given a hundred years or more in-setting, and technomancers would probably be a tradition of magic just like any other, as the understanding of how technomancers work expands.

Hell, consider some of the realms that exist in astral space - the underworld? It exists, but did it exist before anyone could conceptualize the idea of 'the land of the dead'? Most cultures did not have such a concept for quite some time, they thought that dead people were either lost, or trapped in their own bodies, or simply vanished. Were you able to visit the underworld before people knew it existed? Possibly.

In Harlequin's Back, you visit an astral realm that looks like the wild west but with blood magic. That, to me, indicates that there's a lot more in astral space than anyone is aware of - it also let me play with the ideas of what realms people could visit when on an astral quest, or simply exploring the metaplanes. You want to go visit the Japanese heavens? Sure. Do you want to visit the Greek underworld? Of course. But I took it further, and let the PCs visit a Victorian masquerade ball controlled by a shadow spirit, with back-door passages into the underworld as part of an astral quest. Because, why not?

And if those exist... 'an archive of all electronic knowledge' isn't that far of a stretch.
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binarywraith
post Mar 21 2013, 02:30 PM
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QUOTE (Tashiro @ Mar 20 2013, 09:40 AM) *
You say that like it's a bad thing. I'd wanted Technomancers since 1st edition. I saw no reason why humanity and the cycle of magic couldn't adapt to technology, and the technomancers were the perfect bridge of the divide. It was already established that the matrix allowed you to project your consciousness into it through the use of technology, it wasn't just 'I can see the net' -- otherwise people couldn't be lost in the machine.

And if the matrix is a focal point for human imagination and awareness, then it would probably have a resonance - an astral presence in some fashion. However, it does not have as much human tradition and the weight of history to give it the strength that we have for magic. It it, however, developing this. We're starting to get preconceptions of what the matrix is, we're adding urban legend and myth to it. There's popular movies, video games, and books defining 'the matrix' as a place and an idea, rather than a thing. Again, this gives strength to the matrix as a concept, and as such, again, it probably would gain astral presence because of this. Given a hundred years or more in-setting, and technomancers would probably be a tradition of magic just like any other, as the understanding of how technomancers work expands.

Hell, consider some of the realms that exist in astral space - the underworld? It exists, but did it exist before anyone could conceptualize the idea of 'the land of the dead'? Most cultures did not have such a concept for quite some time, they thought that dead people were either lost, or trapped in their own bodies, or simply vanished. Were you able to visit the underworld before people knew it existed? Possibly.

In Harlequin's Back, you visit an astral realm that looks like the wild west but with blood magic. That, to me, indicates that there's a lot more in astral space than anyone is aware of - it also let me play with the ideas of what realms people could visit when on an astral quest, or simply exploring the metaplanes. You want to go visit the Japanese heavens? Sure. Do you want to visit the Greek underworld? Of course. But I took it further, and let the PCs visit a Victorian masquerade ball controlled by a shadow spirit, with back-door passages into the underworld as part of an astral quest. Because, why not?

And if those exist... 'an archive of all electronic knowledge' isn't that far of a stretch.



This post is retarded, and skips entirely past the whole point of the tech/magic divide in Shadowrun. Cyber costs Essence, because mana can't flow through technology. Basic concept of the setting. No matter how much you want to stretch the idea of astral realms, it still doesn't get around the basic fact of the setting that manmade artificial constructs like the Matrix are outright abhorrent to the flow of mana.

Hence why technomancers using the magician ruleset is dumb. By the game's on terms, they can't be magicians, therefore working like them on a systemic level just means a pointless tracking of additional attributes that no other character type requires, creating unnecessary complexity in an archtype. One that, mind you, isn't even filling a niche as a new role, but is rather competing with deckers for the same roles in the party.
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bannockburn
post Mar 21 2013, 02:44 PM
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First off, let me quote you:
QUOTE (binarywraith @ Mar 21 2013, 03:30 PM) *
This post is retarded


QUOTE (binarywraith @ Mar 21 2013, 03:30 PM) *
artificial constructs like the Matrix are outright abhorrent to the flow of mana.

It's not as bad as you make it out to be, but in general I agree. Matrix and Magic do not generally mix particularly well.

QUOTE
Hence why technomancers using the magician ruleset is dumb.

So far, you've made a fair point, but reach the wrong conclusion.
Technomancers do not use the 'magician ruleset'. TMs use the generic ruleset for special awakened OR emerged attributes. In the same vein you could say that magicians using the TM ruleset would be dumb, and you'd still be wrong.
In fact, it is a rather intelligent idea to cut down on having a dozen different rulesets for a dozen different characters. One of the main design philosophies of SR4 was streamlining. In light of this goal, having magicians and TMs use the same ruleset is smart.
It cuts down on bookkeeping, it cuts down on learning different rules, etc. pp.
And nothing about this _mechanical_ similarity says 'Technomancers are magicians'. Nothing at all.

QUOTE
pointless tracking of additional attributes that no other character type requires, creating unnecessary complexity in an archtype

Wrong again, since the only thing you're tracking is 'Special Attribute X'. X can be Magic OR Resonance. Never both, so no additional complexity in 'tracking it' (what does this even mean?)

QUOTE
One that, mind you, isn't even filling a niche as a new role, but is rather competing with deckers for the same roles in the party.

Which is why exactly a bad thing? Redundancy is a good thing. Out of the game world it gives different tastes the ability to play the same role. In the game world it is a boon to the team members.
Shamans and Magicians competed for the same role in the party in earlier editions. Adepts and Samurai still compete for the same role. There is nothing bad there.
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phlapjack77
post Mar 21 2013, 02:49 PM
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I've been thinking about the Technomancer / Resonance / Essence / cyber thing. Someone previously said something about how it didn't seem to make sense that Resonance went DOWN as Technos took cyber. That kinda stuck with me.

What if Resonance went up as Essence went down?
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sk8bcn
post Mar 21 2013, 03:31 PM
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You'd get a technomancer way more versatile than either a decker AND a street sam.
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phlapjack77
post Mar 21 2013, 03:42 PM
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Of course there would need to be serious changes to technos and all that for this idea to work. (IMG:style_emoticons/default/smile.gif) But I like how it dovetails cyber usage and Resonance scores, which seem like they should be directly related rather than inversely. And it keeps the technos from having almost the exact same mechanic as mages.
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Lionhearted
post Mar 21 2013, 03:50 PM
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Essence is a balance tool, don't read in to it as there's a connection between magi and TM's... If it makes you feel any better think of it as foreign components generates static in the biological network.
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Sengir
post Mar 21 2013, 04:26 PM
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QUOTE (binarywraith @ Mar 21 2013, 03:30 PM) *
Hence why technomancers using the magician ruleset is dumb.

Welcome everybody to SR not-dump-according-to-binarywraith Edition:
- Ranged combat uses the SR 4 system
- Melee uses the SR 3 system...
- ...for mundanes. Adepts use D100 roll-under, armor and stuff gets factored into the difficulty for the D100 roll
- Astral combat uses 2D6 against varying TN, armor is directly subtracted from damage
- Matrix combat uses a yet-to-be-decided system, but it will also be completely different from any other in the book. Because anything else would be totally dumb...
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DeathStrobe
post Mar 21 2013, 04:31 PM
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QUOTE (phlapjack77 @ Mar 21 2013, 03:42 PM) *
Of course there would need to be serious changes to technos and all that for this idea to work. (IMG:style_emoticons/default/smile.gif) But I like how it dovetails cyber usage and Resonance scores, which seem like they should be directly related rather than inversely. And it keeps the technos from having almost the exact same mechanic as mages.

I don't know. There is already an archetype that uses negative essence, the cyberzombie. And they're kind of extremely powerful. It sounds pretty difficult to balance.

I like the idea to turning them literally more machine then man, but I can see it getting really broken really fast.
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Sengir
post Mar 21 2013, 05:17 PM
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QUOTE (DeathStrobe @ Mar 21 2013, 05:31 PM) *
I don't know. There is already an archetype that uses negative essence, the cyberzombie.

He just said they should profit from losing Essence, not that they should be able to go below zero (IMG:style_emoticons/default/wink.gif)
Still, I agree that the mechanic would be easy to exploit since it makes technomancy an easy side job for archetypes with high Essence loss.
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_Pax._
post Mar 21 2013, 05:17 PM
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QUOTE (binarywraith @ Mar 21 2013, 09:30 AM) *
Cyber costs Essence, because mana can't flow through technology. Basic concept of the setting.

No, this is 100% wrong.

Augmentations cost essence because they represent a change away from your proper, ideal form.

You can take a barely-sharpened stick, and a hyper-advanced weapon - say, a Vibro Sword made of Ceramic/Plasteel components (R3), with Redundant Process manufacturing (R2) as well, making it about the most un-magical/pro-tech melee weapon possible - and make each of them into a Weapon focus of any rating. The price of making them weapon foci, and of bonding them afterwards, will be exactly the same. so clearly, the mere presence of technology is not, in itself, directly and completely antithetical to magic.

What matters, what has ALWAYS mattered, was "removed from nature" / "changed from it's natural state". The more such change is in effect for a given object or person, the harder working magic on them (or by them) generally becomes.
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Warlordtheft
post Mar 21 2013, 06:28 PM
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QUOTE (binarywraith @ Mar 21 2013, 10:30 AM) *
This post is retarded, and skips entirely past the whole point of the tech/magic divide in Shadowrun. Cyber costs Essence, because mana can't flow through technology. Basic concept of the setting. No matter how much you want to stretch the idea of astral realms, it still doesn't get around the basic fact of the setting that manmade artificial constructs like the Matrix are outright abhorrent to the flow of mana.

Hence why technomancers using the magician ruleset is dumb. By the game's on terms, they can't be magicians, therefore working like them on a systemic level just means a pointless tracking of additional attributes that no other character type requires, creating unnecessary complexity in an archtype. One that, mind you, isn't even filling a niche as a new role, but is rather competing with deckers for the same roles in the party.


This is further noted in the rules since resonance beings can't have magic attributes. Technomancers are basically mutants that can send and recieve radio traffic.
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Draco18s
post Mar 21 2013, 06:55 PM
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QUOTE (sk8bcn @ Mar 21 2013, 10:31 AM) *
You'd get a technomancer way more versatile than either a decker AND a street sam.


What if Resonance was (1+Essence Lost) and could not be raised through karma?

(Modifying how immersion works, but ignoring that for now)
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Grinder
post Mar 21 2013, 07:27 PM
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New SR5 blog post is up.

QUOTE
SR5 development: The reconfigured Matrix and the return of cyberdecks

In the last post on the Matrix, we talked about trying to simplify Matrix rules and bring them more in line with mechanics for the other areas of Shadowrun. Now we need to cover a little bit about how the Matrix is changing and what that means to the people who hack it.

Around the time Jet Set came out, I ran my gaming group through one of the adventures in that book focusing on Danielle de la Mar and her efforts to make a “safer” Matrix. After the session, the player in the group who has a technomancer character looked at me and said “That woman’s dangerous.”

And so she is. While the Matrix is not changing between Fourth Edition and Fifth Edition quite as dramatically as it did between Third and Fourth, it is changing. The major change involves the megacorporations realizing that a free and open Matrix does not serve their interests, and that Danielle de la Mar and her ilk provide the perfect excuse to clamp down on things in the name of public safety.

As mentioned in Storm Front, the Corporate Court is introducing a whole bunch of new protocols as part of this new Matrix. Old commlinks and their programs are no longer equipped to deal with the level of security these protocols present. Instead, if hackers want to be able to break into this new system and mess around, they need a new tool. It will be relatively small, discreet, and wireless-enabled, and it will have the tools and capabilities needed to do battle with the new security structure of the Matrix. All the device needed was a name, and we decided there was no need to invent a new one. We went back to the classic name: cyberdecks.

So why bring back cyberdecks? A lot of reasons. On the simple side, it’s because we like the name, and because we like calling people “deckers” (in Fifth Edition, “hackers” is an umbrella term for anyone who messes with the Matrix; the subsets of this group are deckers, who use devices to do this, and technomancers, who do not). Additionally, we wanted decking to feel both difficult and special–it’s not something just anyone can do. As is the case with any other specialization in Shadowrun, you have to commit to it.

As is the case with most gear in Fifth Edition, cyberdecks set your limits when performing Matrix actions. They’re customizable, giving you the chance to put a higher limit on the type of activity you expect to be doing frequently. As mentioned above, they’re wireless enabled, but they also can plug into systems when you want the advantages plugging in gives you–or if you’re dealing with one of those paranoid types who stores things on a non-wireless system. They do not come with a giant keyboard, unless you want that sort of thing for some reason.

The Matrix is a tougher place for hackers now. Security is tighter, and the Grid Overwatch Division of the Corporate Court is constantly on the watch for illicit activity. This gives deckers and technomancers the chance to buck the odds, show off their skills, and pull off amazing feats in the face of pressing danger. To us, that feels very much like Shadowrun should.
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ChromeZephyr
post Mar 21 2013, 08:06 PM
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Interesting. Like pretty much everything for 5th so far, I like the ideas; we'll see how the execution matches up. I'm cautiously optimistic.
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Falconer
post Mar 21 2013, 08:28 PM
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It's starting to sound like a whole load of ... meet the new boss same as the old boss.


Mungo shall still be |337 as soon as he steals a new cyberdeck off some new script kiddie decker. Since decks are nothing but commlinks only cooler.

It sounds as if the problems with TM's aren't being addressed at all.

And while mention is made of the benefits of jacking directly into a system are made... no idea of what they are is given.
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DeathStrobe
post Mar 21 2013, 08:29 PM
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Still does not help explain how technomancers are going to entirely fit in yet. But they can't give it all away, so I understand.

My theory that the new security emulates bio-nodes. This way we can hack in to mancer's brains and they don't get to be magical snowflakes with unhackable biological commlinks. Also gives a semi-logical reason why they're not effected by the new security protocols while SR4 hackers are. But who knows if I'm right...
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bannockburn
post Mar 21 2013, 08:30 PM
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QUOTE (Falconer @ Mar 21 2013, 09:28 PM) *
Mungo shall still be |337 as soon as he steals a new cyberdeck off some new script kiddie decker. Since decks are nothing but commlinks only cooler.

I don't know where you read that?
It's skill+attribute now, as has been confirmed in the earlier post, so Mungo actually needs a high logic or whatever attribute is required to do matrix stuff.

QUOTE
It sounds as if the problems with TM's aren't being addressed at all.

And while mention is made of the benefits of jacking directly into a system are made... no idea of what they are is given.

Why would that specifically be addressed in a short blog post?
This blurb seems more like a bit of an overview.
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Grinder
post Mar 21 2013, 08:50 PM
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QUOTE (bannockburn @ Mar 21 2013, 09:30 PM) *
It's skill+attribute now, as has been confirmed in the earlier post, so Mungo actually needs a high logic or whatever attribute is required to do matrix stuff.


What are programs for then? Has that been mentioned?
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bannockburn
post Mar 21 2013, 08:50 PM
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Not yet, as far as I know. Much speculation on this topic (IMG:style_emoticons/default/smile.gif)
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Ixal
post Mar 21 2013, 08:57 PM
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QUOTE (Grinder @ Mar 21 2013, 09:50 PM) *
What are programs for then? Has that been mentioned?


I guess the same thing the gun is for in a fight.
Effect and Limit.
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Falconer
post Mar 21 2013, 09:16 PM
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Yes, and the point being that 'agents' will most likely still exist.

ICE are simply one well known example of a specialized type of agent.
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bannockburn
post Mar 21 2013, 09:19 PM
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But there hasn't been any information on how those will work, too?
So this is just pessimistic speculation, isn't it?
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Fatum
post Mar 21 2013, 09:26 PM
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Actually, there has been a mention that "programs just give you additional options and abilities".
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Pepsi Jedi
post Mar 21 2013, 09:32 PM
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QUOTE (bannockburn @ Mar 21 2013, 04:19 PM) *
But there hasn't been any information on how those will work, too?
So this is just pessimistic speculation, isn't it?


Seems like there's -a lot- of that flying around.

I personally think it looks fun. If there's mechanics that we don't like, it's not like we don't have 4 previous editions to choose from. lol. I'm most of the way through Storm Front and I love the wrapup/set up for SR5.

If the book came out tomorrow. I'd own it with in minutes. It's an easy buy for me. (IMG:style_emoticons/default/smile.gif)
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