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> house rules for hacking..., and a boost for technomancers..
maeel
post Jul 3 2006, 01:46 AM
Post #1


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ok, everybody knows the problem:
according to the book a hacker roles hacking plus program and can default to logic if he ain't got the skill.
the crap about this is that most players would rather build a hacker without hacking but a high logic.
now, my houserule for this whole thing is this:

A hacker roles logic + hacking/program (whichever is lower).
The reason behind this is this, if u r a crack in computer graphic design and u have to use paintbrush, u r screwed, because u r limited by the program.
on the the other side, if u got photoshop, but don't know shit about how to use it properly, u will also end up with a crappy result.

this way all three values are included into the equation.


as for technomancers:
they should role Logic + hacking + complex form.
this is only fair because TMs are a) giant karma sinks and b) should have a real edge over normal hackers, which they don't ATM.

what do you think about this?
comments? suggestions?
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