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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 ![]() |
A matrix mechanic has two opposite goals to consider:
- low ratings have to provide some utility, else everyone is buying the best stuff - PCs still need to have a solid shot at high-end systems, and least at the top end of the power scale The basic idea is using the standard mechanic of attribute+skill. I would like to determine the result of any action with one roll, so I went with node ratings as thresholds in the next step. An analysis of possible dice pools reveals the problem with that approach: - a somewhat gifted person (Logic 4, Hacking 3) has 7 dice, 9 in hot VR. Some chances against rating 3, thats about it - dedicated PCs might have (Logic 7, Hacking 6), possibly with encephalon (+2), and therefore some 15 dice, 17 in VR. The high end extends a bit farther, but this is already pretty dedicated. As any hacking attempt needs several rolls, you need something more than (usual threshold*3) dice to reliably beat a system. I´m currently pondering the solution of adding the program rating in question to the number of dice a character has, limited by basic! skill rating. Assuming any hacker will have the best program ratings he can use, you basically double the number of dice from skill. The hackers above get dice pools of 10 respectivly 19 (without hot VR). This should fit nicely with thresholds of 3-6, given mostly by Firewall, System and Encryption. Any opinions on how this will be balanced? Should I (additionally) limit hits by program rating? Regardless of your interest in changeing RAW rules, would you like to play in such an environment? I´m assuming logic 6 or 7 and hacking 4 for most starting hackers, resulting in some 15 dice. Next, we used to have system codes like Blue/Green/Yellow/Red, indicating the general hardness of the system. The Kid reminded me of those, and I want to incorporate them. How about the following: - each System has a colour code in addition to its rating. - the colour code results in a price multiplier for the System. - the colour code modifies the dicepool of a would-be attacker. Possible way to do it: Colour/Price/DicePools Blue 0.5 +2 Green 1 +0 Yellow 2 -2 Red 3 -4 Again, what do you think? This is an easy point to change hacker dicepools (much). |
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Lo-Fi Version | Time is now: 18th July 2025 - 07:45 PM |
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