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> Hacker Theory, Why this is possible.
Thain
post Jan 29 2007, 12:58 PM
Post #67


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- even a single agents being better/equal to a maxed hacker

An Agent is a "hacker in a box," and at best have a Pilot 6 (¥18,000) and any given Hacking program of 6 (¥6,000). Where as a flesh-and-blood hacker should be throwing 14+ dice after their first few runs.

Yes, a ¥24,000+ Agent is better than an average starting Hacker. But any Hacker of moderate experience will own it.

- ruling everything with admin access

Admin access has control over everything in a system. This is what administrators do... Getting admin access illicitly is what hackers do. Can you say "Got Root?"

- nonexistant baseline

QUOTE (http://en.wikipedia.org/wiki/Gamemaster)

In role-playing games, the game master or GM is the organizer, storyteller, and arbitrator. He or she prepares the game session for the players and the characters they play (known as player characters or PCs). The GM describes the events and decides on the outcomes of players' decisions. The game master also keeps track of non-player characters (NPCs) and random encounters....


- extremely underpowered TMs

Threading. Sprites. Deep Resonance. Who needs Emergence?

- AR-VR problems

Does not compute.

- physically driving / rigging problems (see active drone thread)

Does not compute.

- device ratings

Page 214, for the twelfth bloody time... there is a big green box. They go from 1 to 6, just like everything else in the game. Have a look at the big green box or ask the guy sitting behind the cardboard screen at the end of the table. Y'know, the gamemaster.

- encryption

Umm...

p. 225, first column, ninth full paragraph: "Encryption and Decryption"
p. 226, first column, eighth full paragraph: "Encryption"
p. 225, first column, fourth full paragraph: "Decrypt"

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Serbitar
post Jan 29 2007, 01:17 PM
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QUOTE

- even a single agents being better/equal to a maxed hacker

An Agent is a "hacker in a box," and at best have a Pilot 6 (¥18,000) and any given Hacking program of 6 (¥6,000). Where as a flesh-and-blood hacker should be throwing 14+ dice after their first few runs.

Yes, a ¥24,000+ Agent is better than an average starting Hacker. But any Hacker of moderate experience will own it.

?? moderate experience? Whats are you talking about?

6/6 is the maximum a hacker will ever get in RAW +2 dice from VR + maybe some spespecialisationsr some programs.

Are these +2 dice (and thats only a maxed hacker) worth hiring a hacker instead of just looking over your agents should and instructing it what to do, while it hacks everything for you?


QUOTE

- ruling everything with admin access

Admin access has control over everything in a system. This is what administrators do... Getting admin access illicitly is what hackers do. Can you say "Got Root?"


So what? It still should not be so easy to hack into a system.

A maxed 6/6/6/6 host (and that is as good as it gets) has a chance of about 16% to find a hacker that is hacking in the long way for admin access. And then, thats it. And if you dont succeed, try again next week.

The hack in System of RAW is extremely un-flexible and an all-or-nothing thing.

QUOTE


- nonexistant baseline

QUOTE (http://en.wikipedia.org/wiki/Gamemaster)

In role-playing games, the game master or GM is the organizer, storyteller, and arbitrator. He or she prepares the game session for the players and the characters they play (known as player characters or PCs). The GM describes the events and decides on the outcomes of players' decisions. The game master also keeps track of non-player characters (NPCs) and random encounters....



SAM: Hey hacker can you hack in there?
Hacker: No idea, ill have to ask my GM first.
SAM: Havent you hacked into something like this before?
Hacker: Yes, but that was with a different GM.

Explanation: Concerning Real life tasks (like Jumping) we dont need exact baselines, because everybody knows what a human can approximately do (though they even give rules for jumping). Concerning the Matrix, we do NOT have a real life, day to day experience baseline. Actually things could be like this or completely different. Without rules, a hacker knows exactly nothing about how hard it is to do this and that, while a Sam definitely knows how hard it would be to jump 10 meters.

Thats why you need a baseline.

QUOTE


- extremely underpowered TMs

Threading. Sprites. Deep Resonance. Who needs Emergence?


Fine. Do the math (did you do it?). Youll find that a TM needs about 300-500 Karma to be as good a s a starting hacker. Very balanced.

QUOTE

- AR-VR problems

Does not compute.


AR people being faster than VR people, even though fluff say something different.

QUOTE

- physically driving / rigging problems (see active drone thread)

Does not compute.


Well, then read the thread again.

QUOTE

- device ratings

Page 214, for the twelfth bloody time... there is a big green box. They go from 1 to 6, just like everything else in the game. Have a look at the big green box or ask the guy sitting behind the cardboard screen at the end of the table. Y'know, the gamemaster.


THINK first, then post. I know about the ratings. And the ratings are the problem. Why buy a comlink when you have an all rating 6 credstick just sitting next to you?
Please tell me that!

QUOTE

- encryption

Umm... 

p. 225, first column, ninth full paragraph: "Encryption and Decryption"
p. 226, first column, eighth full paragraph: "Encryption"
p. 225, first column, fourth full paragraph: "Decrypt"


Come on. You want to tell me that you are not aware of the encryption problem and want to discuss with me?
Please come again when you know what you are talking about.

From all your answers I read that you have not even taken the time to get into the topic. I treat that as a personal insult. I am getting really angry when I have to read such smart ass posts. Its not like I am making things up to annoy other people.
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Thain
post Jan 29 2007, 02:07 PM
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A Hacker is sentient, and capable of making decisions. An Agent is a program, and can not improvise. The Hacker can also have a Program 6, Skill 8 (because specialties are cheap karma), Codeslinger +2, Hot-Sim bonus +2, and Edge +1-9.

That is, potentially, 19-27 dice.

------------

Probing the target takes hours. With average die rolls, hacking an Admin account into a fully secured system should take all damn night, and only if your a pretty good hacker to begin with.

Remember, the Hacker is typically acting solo. If he is pounced on by two Black IC, he is now fighting for his life (physical damage) against two opponents of comparable skill. If the Street Samurai were to face two equal opponents, solo, he would face the very real possibility of death.

However, the structure of the game is such that the Sam very rarely has such an encounter... The Hacker faces it every time they trip the alarms on a secured system. (Heck, its probably more like 2-4 Black IC and a Security Hacker).

Thus, the system is skewed a little in the Hackers favor. High Stealth, high spoof, and a high exploit... not too much different than the meat-world Adept with maximized Infiltration skills.

If probing the target is a real problem for your campaign, stop letting your players have a week to do it. Have Johnson's with deadlines measured in hours, not days.

------------

Sam: Hey hacker can you hack in there?
Hacker: Hmm... I hacked into a similar system last week, didn't I?
GM: Yeah, the Wal-Mart Net was pretty similar to the K-Mart Net, near as you can figure.
Hacker: That's what I thought. Yeah, I should be able to do it.
Sam: Cool.

Explanation: Consistency.

------------

A rating 4-6 program costs (Rating x ¥1,000)... A Complex Form costs 1 BP per rating point. So at Character Generation, a program is 1/5 the cost of a Complex Form. Did you really think the developers were ignorant of this? That no one did the math except yourself?

Technomancers can create new programs on the fly, or pump existing complex forms through the roof with a single die roll. Threading is ungodly potent.

Finally, CF's are cheap to advance with karma, advancing faster than active skills and new ones being acquired for less karma.

As both Technomancers and Hackers need to improve the same active skills, the real difference is between the rate of karma acquisition and nuyen acquisition.

True, the Technomancer splits his karma between skills and CFs, while the Hacker only needs to spend karma on skills. But, the hacker is going to begin to lag behind in improving his programs... Unless you typically hand out ¥6,000 per player per session.

------------

Rigging is superior is AR driving with Wired Reflexes. Yeah, the other guy might have 4IP's to your 3IPs... If he was glutton for punishment enough to buy Wired 3. But you have more skill, a bonus, and a lot more cash to spend pumping your vehicles stats.

Plus... your not in the damned thing when it blows up. He is.

------------

A credstick is not a commlink, don't be so deliberately obtuse.

------------

No, I am not "aware of the encryption problem," I know that you think there is a problem with the system, but I do not see one. IIRC, you take issue with the fact that a Hacker can crack most encryption in a few combat turns, at the outside, no?

I seem to recall a certain Hacker (and his agent in a box) cutting through incredible amounts of encryption in under an hour in Neuromancer... and the computers of 2070 are, without a doubt, better than the tech used in that book.

Decrypt 6 + Response 6 = 12
(Encryption 6 x 2) = 12

At 3.96 hits on average, it will take 3.03 rounds for the Hacker to break into a Encryption 6 file. Then he has to handle the IC. Then he needs to be able to understand the contents of the file.

Anything worth hiding in an Encrypt 6 file is worth writing in code too. "The umbrellas will arrive in Uganda tonight. Eagle has the football. Your mother is worried about the cat." Is absolutely meaningless to anyone not aware of the code.

QUOTE

From all your answers I read that you have not even taken the time to get into the topic. I treat that as a personal insult. I am getting really angry when I have to read such smart ass posts. Its not like I am making things up to annoy other people.


I've read this thread, I've read your arguments. I've read other threads, I've read your other arguments. I've read the rulebook. My interpretation of SR4 (and likely other systems) differs from yours... Primarily, it seems, on two fronts:

- I believe in the gamemaster
- I believe the developers knew what they were doing making adepts/samurai, hackers/technomancers, mages/mundanes, and riggers/non-riggers all capable of similar ends, by different methods, with different strengths and weaknesses.
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DireRadiant
post Jan 29 2007, 02:52 PM
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I'm playing Shadowrun.

Shadowrun has the Matrix.
There's this "Agent Smith" scenario.

Either:

The Matrix is there and working because "something" prevents the "Agent Smith" scenario from taking it down.

OR

The Matrix is there and working because no one has bothered to initiate the "Agent Smith" scenario yet.

Personally I prefer the "something" approach.
Personally I don't need to know what "something" is. I'm not going to worry about it.
If a PC want's to try and start the "Agent Smith" scenario, it's just not going to work, maybe there'll be a VR cow from space.
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Serbitar
post Jan 29 2007, 03:14 PM
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Agents:
Typically a maxed hacker has 14 dice, a maxed agent 12. Everything else is special situations and edge, which are not the norm.
Furthermore, you can directly steer an agent and just let it roll the dice, beut tell it every step. Thus, intelligence is irrelevant. A rating 6 agent is essentially a rating 6 skillwire for hacking (though in the real world skillwires exist only up to 4, maybe they had a reason for that).
So agents are comparable to maxed hackers. That is a problem.

Probing:
Probing target takes hours yes. But 99% of the time you have this time. Hacking in on the fly is for security devices like cameras and so on. Probing is for full blown matrix hosts.
Making hacking in with admin access as easy as hacking in with user access will lead to hackers always hacking in with admin access (why shouldnt they?) reducing hacking to this one dice roll.

Concerning baseline:
So you will always have to rely on remote playing your hacker by the GM? Without a baseline you will have to wait till you played through everything there is (and thus have communicated the baseline from the GM to you). How would your Sam have liked it to ask the GM "And how hard is this" for everything he does?
The lacking baseline is one, if not the most complained problem. Just use the search. Again: I am not inventing this.

TMs:
OK, short version:
A hacker gets everything there is for 130k at chargen, with the exception of rating 6 agents and rating 6 system. This he can get after the first 1-2 runs.
Then he is maxed stuff-wise. He does not have to spend anything.

A TM needs about 500 Karma to get all his mental stats and all available Complex forms at Rating 6.

QUOTE

Did you really think the developers were ignorant of this? That no one did the math except yourself?


YES!

Furthermore: A TM might have sprites (which are not better than agents with unlimited services) and might have threading. But he totally sucks in the real world. While a TM spends his first 100 Karma to at least get some CFs and does God knows with his money, the Hacker is on his way to become a Sam or something else, because he almost starts maxed in his field.

TMs are severely, totally and extremely underpowered. This was discussed numerous times on this board an proven mathematically. Consider it a fact.


Concerning VR Rigging- AR:
You get enough benefit for Wired. Wired should not be the give-all and be-all. At the moment it is. You rule in AR hacking, AR Rigging and Real world.
Fluff wise as well as balance wise, thats just wrong.


Ratings:
A credstick is a device. Every device is a node, every node can be used to run programs. The only thing hat a credstick dosent have are all the goodies like a camera and so on.

Want proof?:

QUOTE ("SR4")

You can control all sorts of Matrix-enabled devices re-
motely through the Matrix, from simple automatic security
doors and elevators to drones and agents to entire automated
factories full of robotic assemblers—virtually any device that
can be electronically accessed. Note that you must first gain ac-
cess to the device before you can control it.


All Matrix enabled devices have Access management:

QUOTE ("SR4")

Node—Any device or network that can be accessed.



So every matrix enabled thing is a node:


QUOTE ("SR4")

    In 2070, almost every device is computerized and
equipped with a wireless link—from guns to toasters to
clothing to sensors to cyberware. As a rule, assume that any
gear item that is electronic or mechanical has a wireless-en-
abled computer in it
. Even non-electronic devices without
moving parts may have a built-in computer, if it might be
useful or convenient to the user (wouldn’t you like to be able
to download and play your favorite songs on your jacket?).
The gamemaster has final determination over what items are
wireless-enabled.


QUOTE ("SR4")

    There are far too many electronics in the world of
Shadowrun for a gamemaster to keep track of their individual
Matrix attributes. Instead, each device is simply given a Device
rating. Unless it has been customized or changed in some way,
assume that each of the Matrix attributes listed above for a par-
ticular device equals its Device rating
.



QUOTE ("SR4")

    Every computerized electronic device—from commlinks
to cyberware to vidcams to mainagents—has a set of basic at-
tributes for use in certain Matrix interactions.



Conclusion: Everything in SR is a node and can run programs. No need to buy a comlink if you have credsticks lying around.


Encryption:
Well, if it is no problem for you to break even the hardest encrpytion in 9 Seconds, then why bother with encryption rules at all? For 9 Seconds?
Furthermore: Have fun making your world remotely realistic with no encrpytion. Better get some hard currency fast!


QUOTE

- I believe in the gamemaster

SR4 is Player vs Setting. The players are trying to beat a setting (thats what they do in a normal run). If they have to ask the GM for everything thats not going to work.
SR is not a fantasy railroad game.

QUOTE

- I believe the developers knew what they were doing  making adepts/samurai, hackers/technomancers, mages/mundanes, and riggers/non-riggers all capable of similar ends, by different methods, with different strengths and weaknesses.


The developers are only humans. And for my taste they dont use enough math when making rules. How many mathematicians and statisticians are with the developers?

QUOTE

I've read this thread, I've read your arguments. I've read other threads, I've read your other arguments. I've read the rulebook. My interpretation of SR4 (and likely other systems) differs from yours...


Concerning the topics discussed now, I gave no arguments. I just mentioned the issues. I gave the arguments in about two dozen threads during the last 1-2 years.
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hobgoblin
post Jan 29 2007, 03:40 PM
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ok kids, had your fun?

how about we all wait with final judgment on the matrix rules until unwired is out?
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Thain
post Jan 29 2007, 03:44 PM
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Okay, I am offically going to bow out of this now. Serbitar's style of play is clearly incompatable with mine. I don't expect the rules to cover everything, nor can I get past his far to strict literal interpertation of the written text. (Credsticks have access, nodes are acessed, thus credsticks are cyberdecks. WTF?)

But, fundamentally, the differnce is very clear... and likely insurmountable. I do not think that SR is "player vs. gamemaster," because that implies that one or the other can "win" and that they are opponents.

If Serbitar thinks this, I am not going to be able to convince him otherwise.
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Serbitar
post Jan 29 2007, 03:49 PM
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QUOTE (Thain @ Jan 29 2007, 04:44 PM)

But, fundamentally, the differnce is very clear... and likely insurmountable. I do not think that SR is "player vs. gamemaster," because that implies that one or the other can "win" and that they are opponents.

I did not say player vs gamemaster. I said player vs setting. Thats a difference.

Example: The GM makes up a setting, including X security guards, drones, a floor plan, a matrix host, a security schedule and some wards. They players have to steel something, they have to beat the setting.
The GM does not want to win, it is his job to simulate the world as good as possible.

SR = player vs. setting + RP
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Serbitar
post Jan 29 2007, 03:49 PM
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QUOTE (hobgoblin)
ok kids, had your fun?

how about we all wait with final judgment on the matrix rules until unwired is out?

Because I play SR now?
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hobgoblin
post Jan 29 2007, 03:53 PM
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QUOTE (Serbitar)
QUOTE (hobgoblin @ Jan 29 2007, 04:40 PM)
ok kids, had your fun?

how about we all wait with final judgment on the matrix rules until unwired is out?

Because I play SR now?

you do? :eek: :silly:
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Serbitar
post Jan 29 2007, 04:02 PM
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OK, you got me there, was just joking. I dont have friends and can therefore never play SR.
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Rotbart van Dain...
post Jan 29 2007, 04:24 PM
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QUOTE (Serbitar)
Typically a maxed hacker has 14 dice, a maxed agent 12.

Only if the Agent runs on a Node with Response 6.
Consulting the Device Rating table tells us that this is rather unlikely.
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Serbitar
post Jan 29 2007, 04:32 PM
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Of course you have to use the patented "hacker in a box" commlink with 6/6/6/6 rating that the hacker would also need (well, or a credstick). You can even run a couple of them on the commlink.
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Rotbart van Dain...
post Jan 29 2007, 05:01 PM
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Suer, that means that your commlink is pretty secure... well, at least until something with Resonance shows up.

But to actually do something on their own, those Agentes have to leave their expensive Nodes...
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FrankTrollman
post Jan 29 2007, 06:07 PM
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QUOTE (Thain)
Did you really think the developers were ignorant of this? That no one did the math except yourself?


Actually, Serbitar is right here. The Unwired Team (which I am not on) is currently hashing out the major major problems of the Matrix section of the basic book. Some of the problems Serbitar is going off about are fairly minor, but others are extremely important.

Let's do a run-down on the actual mathematical errors and mistakes that permeate those rules:

  • Inconsistent Dice Pools. Ouch. The rules instruct you to roll Logic + Hacking as your hacking dice pool on pages 110, 124, and 223. They tell you to roll Program + Logic on pages 221, 223, and 224. That's a huge problem.
  • Shitty Technomancers Making a Technomancer who is any good at all costs all your BP and your next three hundred Karma. Sorry, that was just bad planning. Sprites are great, and they don't cost anything except your free time, but they don't make up for having crappy matrix attributes and such limited access to programs that you can't even attempt most tasks.
  • Credsticks A Credstick is supposed to be Response 1 / System 1 / Signal 1 / Firewall 6. But as written it has all Matrix attributes of 6 and can be used to haxxor your enemies once root access has been gained.
  • Agent Smith It is highly implied that Serbitar's impression of how Agents are supposed to function is correct - and that's broken beyond belief as has already been shown repeatedly in this very thread.


Personally, I don't care if someone with a synaptic booster 3 can flap around through AR faster than he can pump out commands in VR. I could come up with a dozen explanations of why that might be the casse (sample: "Having your computer run the ASIST Override uses up some of the system response, which you only notice if you can otherwise type in commands very quickly"). I don't care if Encryption is presently owned by decryption (that has been true at various stages of the encryption arms race, maybe someone finally found the weakness in public key that allows it to be solved in small amounts of linear time). But outright contradictions (such as the skill thing), blatant abuses (the credstick commlink), and infinite power loops (Agent Smith) are no good.

Those actually have to be solved.

QUOTE (Rothbart)
It's amazing how you completely fail to get the RAW, though


No. I "get" the RAW. I get the contradictions, the discrepencies, and the loopholes. I'm trying to fucking solve some problems. I talk with the authors. I know damn well the state that this part of the rules is in, and it's not pretty.

-Frank
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Rotbart van Dain...
post Jan 29 2007, 06:13 PM
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QUOTE (FrankTrollman)
I'm trying to fucking solve some problems.

And you are finally making the same mistake as Serbitar - trying to solve problems that aren't.

Sadly, it's pretty much the same with the FAQ - it's clarifications actually contradict the RAW and only cause more confusion.
(Programs loaded into Agents always run, but count towards the Agent's System, not the Node's; Pilot per RAW is generic and explicitly allowed for Devices;...)


The main problems of the SR4 Matrix actually are the missing separation of connection from subscription and the Response drop.
Those rules are implemented for small scale devices, yet apply to servers as well - that doesn't work.

Those problems are inherent to the unified rating system of the SR4 Matrix.
But - the device rating table states that it only is a quick reference, so one should expect to do some monkeywrenching when using those values.
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Serbitar
post Jan 29 2007, 06:37 PM
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The main problem with device rating at the moment is, that System can not be higher than Response.
If you want high System, you need high Response and POW you have a full blown super host right there (like in the case of a credstick).
Just throw the rule out the window and you are done.

And please, that and response as well as connection issues are NOT the main problem of the SR4 matrix rules. That is ONE of the problems. Stating that there are no problems is just ignorance. Where are all the matrix threads coming from if there are no major problems?

You could go on and start to explain why every issue on my list is not a problem, instead of just stating that there are no problems.
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Rotbart van Dain...
post Jan 29 2007, 06:50 PM
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QUOTE (Serbitar)
Just throw the rule out the window and you are done.

Making the 4 Node ratings truely independant would work, indeed - up until now, System is just a synonym for Response.
But that requires an Errata, especially concerning what those values influence.

QUOTE (Serbitar)
And please, that and response as well as connection issues are NOT the main problem of the SR4 matrix rules.

They may not be what you perceive as the main problem of the matrix rules, but they are the main problem of the SR4 matrix, as they affect the very layout in a way it can't work:

The matrix rules, as they are now, work only for SOHO-usage.

QUOTE (Serbitar)
Where are all the matrix threads coming from if there are no major problems?

Because for some people, a null pointer points to zero? ;)

QUOTE (Serbitar)
You could go on and start to explain why every issue on my list is not a problem, instead of just stating that there are no problems.

Which one?
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Serbitar
post Jan 29 2007, 07:02 PM
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This one

QUOTE

- even a single agents being better/equal to a maxed hacker
- ruling everything with admin access
- nonexistant baseline
- extremely underpowered TMs
- AR-VR problems (Wired 3 > VR hacking)
- physically driving / rigging problems (Wired 3 > VR Rigging)
- device ratings
- encryption
- and more



Although, thats not a complete list, just what I had in my head while writing the post.

I could add:
- subscription problems (addin unecessary dice rolls)
- nonexistant scanning IC rules (though they are quite important for security)
- relay host problems (the FAQ actually made things more confusing)
- logic not used in hacking / the defaulting problem
- pilot/system/agent confusion/connection (we had a thread about that recently)
- abuse of spoof/edit by spoofing/editing system commands
- hackers are maxed very early
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Thain
post Jan 29 2007, 07:28 PM
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Did I miss a page in the core rulebook, or is the gamemaster no longer allowed to make decisions in SR4?

Inconsistent Dice Pools.
Yeah, but this was simply sloppy editing, and that is what errata is for.

Shitty Technomancers
I wholly disagree with the whole premise that Technomancers suck. My Technomancer certainly didn't suck for long, with a mere 400BP/50K I was equalto the starting decker (we compared sheets); and I had Threading. That said if upcoming books increase their power I am not going to complain! :grinbig:

Credsticks
If their are actual gamemasters who allow credstick to be used as 6/6/6/6 cyberdecks, then they've got other problems.

Agent Smith
Agents are only as good as the node they are on. If a player does try to pull the 1,001 Agents trick, the gamemaster should feel free to say "No."
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FrankTrollman
post Jan 29 2007, 07:40 PM
Post #87


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QUOTE (Thain)
Yeah, but this was simply sloppy editing, and that is what errata is for.


Actually, it's what Unwired is for. The Matrix Rules are going to be given a bigger, better, hopefully more thought out treatment in Unwired. When that happens, certain issues like "What the hell is your dice pool?" should get ironed out.

Which is the point of this conversation. Serbitar and I are essentially arguing what the Matrix rules should be - and it wouldn't surprise me at all if this was reflected in the ultimate text of Unwired if Serbitar and myself could get on the same page.

-Frank
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Rotbart van Dain...
post Jan 29 2007, 07:42 PM
Post #88


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QUOTE (Serbitar)
- even a single agents being better/equal to a maxed hacker

It's still the same - on a high rating Node, perhaps.

QUOTE (Serbitar)
- ruling everything with admin access

Got root?

QUOTE (Serbitar)
- nonexistant baseline

Care to elaborate?

QUOTE (Serbitar)
- extremely underpowered TMs

Please tell that to Mr. Sparky - the nearly unstoppable Fault Sprite.

QUOTE (Serbitar)
- AR-VR problems (Wired 3 > VR hacking)
- physically driving / rigging problems (Wired 3 > VR Rigging)

Not again. It's the most refreshing thing about SR4 to see that finally, people other than pure riggers or pure hackers can do something on the road and in the 'trix.
And no, having more actions does not make up those other boni.

QUOTE (Serbitar)
- device ratings

They are guidelines.

QUOTE (Serbitar)
- encryption

Yeah, the good old double-edged sword.

QUOTE (Serbitar)
- subscription problems (addin unecessary dice rolls)

Subscription, as it is now, doesn't need any dice rolls... it just keeps the matrix from working.

QUOTE (Serbitar)
- nonexistant scanning IC rules (though they are quite important for security)

..you set an intervall as a GM.
And the try again rules take care of the rest.

QUOTE (Serbitar)
- relay host problems (the FAQ actually made things more confusing)

Like I said - the FAQ conserning Matrix rules is confusing at best, and contradicting the RAW at worst.
In this case, it makes sense for wireless connections, though.

QUOTE (Serbitar)
- logic not used in hacking / the defaulting problem

It's rather a decision than a problem.

QUOTE (Serbitar)
- pilot/system/agent confusion/connection (we had a thread about that recently)

Well, you were confused indeed.

QUOTE (Serbitar)
- abuse of spoof/edit by spoofing/editing system commands

AFAIS, per RAW, you only can spoof Pilots.

QUOTE (Serbitar)
- hackers are maxed very early

That's not a specialty of hackers.
And, not, getting two skillgroups to 6 is quite costy.
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hobgoblin
post Jan 29 2007, 07:44 PM
Post #89


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frank, what your doing i have attempted before. and just like arguing guns with some others on this forum, its a bit like trying to swim up a waterfall...
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Rotbart van Dain...
post Jan 29 2007, 07:44 PM
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QUOTE (FrankTrollman)
QUOTE (Thain)
Yeah, but this was simply sloppy editing, and that is what errata is for.

Actually, it's what Unwired is for.

If you plan to change core rules, you better stick to Errata.
Otherwise, the whole SR4 idea falls apart - you know, the one about not contradicting the main book in supplements, just adding stuff.
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hobgoblin
post Jan 29 2007, 07:50 PM
Post #91


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QUOTE (Rotbart van Dainig)
QUOTE (FrankTrollman)
QUOTE (Thain)
Yeah, but this was simply sloppy editing, and that is what errata is for.

Actually, it's what Unwired is for.

If you plan to change core rules, you better stick to Errata.
Otherwise, the whole SR4 idea falls apart - you know, the one about not contradicting the main book in supplements, just adding stuff.

have they ever pledged that?

while this is fanpro, not fasa, its classical that the matrix supplemental books add something that breaks with old main book rules. alltho nothing more so then what VR2.0 did back in SR2 ;)
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