IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
> logic attribute... who needs programs?, Am I interpreting this correctly?
FrankTrollman
post Jun 19 2007, 08:05 PM
Post #26


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



It seems that the game would probably more easily accept a shift in paradigm where programs counted as equipment, thus making the standard dice pool Logic + Skill + Program. This would mean that Hackers would roll as many dice as medics or lockpickers, and substantially more than IC or Agents.

It would require a reimagining of the basic difficulties of Matrix tasks. But as far as I can tell the initial difficulties were never run through probability comparisons (heck, it appears that the different groups of authors and playtesters didn't even know what the others meant). So I'm not at all convinced that this would constitute a drawback.

So here's what it would look like:

Agents are capped at Rating 4, so they would be rolling about 8 dice most of the time. A Hacker PC on the other hand would be rolling about 16 dice (Logic 7 + Skill 4 + Program 5), so having a Hacker come out of the gate facing off against two different Agents would expect to win most of the time (which is actually fine, PCs are supposed to win in normal circumstances, otherwise the story doesn't continue).

An advanced character (~100 Karma) would be looking at Programs rated at 6, skills at 6, and a Logic of 9. Sometimes he'd be throwing down in his Specialization of choice and get another 2 dice or have a circumstantial advantage or whatever. So he's looking at a 21 die pool that'll go up to 23 or even more when you consider such things as Adept powers, Math Processors, Encephalons, and Aptitudes. At that point you really are just going to slam down on a Rating 4 Agent or five without much concern. But since you could plausibly be forced to deal with a number of Agent Smiths equal to the subscription limit of whatever node you happen to be logged onto, that's still not enough to get you through any possible Matrix security.

So just off the top of my head, that seems the direction that things ultimately want to go.

---

A serious problem I see is that really I don't think I've ever seen a serious Hacker actually take different values on his programs. The whole thing that's supposed to happen where people have Stealth @ 3 and Attack @ 4 just does not happen. PCs get programs at the best rating they can get and don't skimp. Programs that they don't get at max are usually simply left unpurchased for later. If a character has a Program capability at all they use it at the maximum rating. To that extent, I would kind of prefer it if the ratings of Programs were removed altogether. They don't actually do what they are supposed to do.

It was a step forward when spells were either known or not known rather than possessed at specific Force, and I think Programs should probably go the same way. Player characters don't use Rating 2 Edit programs, so it's kind of a waste for them to exist.

-Frank
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Jun 19 2007, 08:09 PM
Post #27


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



QUOTE (FrankTrollman)
A serious problem I see is that really I don't think I've ever seen a serious Hacker actually take different values on his programs. The whole thing that's supposed to happen where people have Stealth @ 3 and Attack @ 4 just does not happen. PCs get programs at the best rating they can get and don't skimp. Programs that they don't get at max are usually simply left unpurchased for later. If a character has a Program capability at all they use it at the maximum rating. To that extent, I would kind of prefer it if the ratings of Programs were removed altogether. They don't actually do what they are supposed to do.

Hey, that's what I do with my rules. You either have the program loaded into memory and roll your Logic+Hacking normally, or else you roll Logic+Hacking with the standard -4 penalty for not having the appropriate tools.

Here's my house rules, if anyone wants to see what I do:
[ Spoiler ]
Go to the top of the page
 
+Quote Post
lunchbox311
post Jun 19 2007, 09:01 PM
Post #28


Moving Target
**

Group: Members
Posts: 168
Joined: 23-April 07
From: Aurora, CO
Member No.: 11,514



QUOTE (FrankTrollman)
It seems that the game would probably more easily accept a shift in paradigm where programs counted as equipment, thus making the standard dice pool Logic + Skill + Program. This would mean that Hackers would roll as many dice as medics or lockpickers, and substantially more than IC or Agents.

I like this idea. I think it would be fun to try out with my group.

Hmm... Time to brainstorm ideas for the threshold tie ins and such.
Go to the top of the page
 
+Quote Post
Whipstitch
post Jun 19 2007, 10:34 PM
Post #29


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



I have to agree with the program ratings being mostly superfluous. As far as I'm concerned, any grade of program other than 3 or 5 might as well not even exist. And honestly, the only I time I take rating 3 (and only because rating 4 is when the price jump kicks in) programs is if I use AR, Wired 2 and a decent Agent to provide expendable backup firepower in matrix combat. My -real- hacker characters always have rating 5. Always.
Go to the top of the page
 
+Quote Post
Zen Shooter01
post Jun 20 2007, 12:03 AM
Post #30


Moving Target
**

Group: Members
Posts: 932
Joined: 26-February 02
From: Orlando, Florida
Member No.: 1,042



Yeah...

"You're staking your life, freedom, fortune, and reputation on this gear...would you like it rated at bad, better, or best?"
Go to the top of the page
 
+Quote Post
Big D
post Jun 20 2007, 04:14 AM
Post #31


Moving Target
**

Group: Members
Posts: 524
Joined: 12-April 06
Member No.: 8,455



How about giving PCs Logic+skill+prog, but giving IC running on its "home turf" 2xRating? This also gives IC a huge advantage over PC agents, and forces the hacker to do his own dirty work when it comes to cybercombat (although an agent could still sleaze around and help out).
Go to the top of the page
 
+Quote Post
tehbighead
post Jun 20 2007, 04:22 AM
Post #32


Target
*

Group: Members
Posts: 22
Joined: 30-May 07
Member No.: 11,788



i think capping hits based on the program's rating is slightly unfair; while magicians can overcast, no such ability has been proposed so far for hackers.
Go to the top of the page
 
+Quote Post
Ravor
post Jun 20 2007, 04:25 AM
Post #33


Cybernetic Blood Mage
******

Group: Members
Posts: 3,472
Joined: 11-March 06
From: Northeastern Wyoming
Member No.: 8,361



True, although I think the fact that Deckers don't have to resist Drain as well as pay Karma to learn their programs acts as a balancing factor in that reguard.
Go to the top of the page
 
+Quote Post
Whipstitch
post Jun 20 2007, 05:04 AM
Post #34


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



I think it'd be best to simply leave the TM complex form mechanic alone. A complex form is an extension of the technomancer's will, and technomancers are already very much limited by their logic attribute, since that's what they use to determine the number of forms they get to have in the first place.

Besides, TMs really can't afford to get nerfed. They're pretty powerful when used right, but they give up an awful lot to get there as is and it's not like they can match Mages in overall versatility even when the fabled infinite karma horizon approaches.
Go to the top of the page
 
+Quote Post
FrankTrollman
post Jun 20 2007, 06:03 AM
Post #35


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE
Besides, TMs really can't afford to get nerfed. They're pretty powerful when used right, but they give up an awful lot to get there as is and it's not like they can match Mages in overall versatility even when the fabled infinite karma horizon approaches.


Technomancers cannot hack. They can't do it as starting characters and they can't do it at any reasonable Karma threshold that will ever see play. It simply cannot happen. There are far too many niche programs that you need in Cybercombat, Electronic Warfare, and Hacking for a Technomancer to ever be able to do that with Complex Forms.

There's stuff they can do. Sprites are in-your-face-crazy-awesome. They are like Agents with no Rating Cap (although technically you can't ever register a Srite of Rating 9+). They do crazy awesome stuff. They pilot drones and fire machine guns with effective skills that are really high.

But you can't hack. There is literally no way you could possibly have all the complex forms needed to replicate all the hacking and common use programs that you actually cycle through using in matrix missions. The program list is so divided and subdivided that it simply exceeds the caps on the number of CFs you can even have. It's a program to locate which node you need (Track), a different program to find that node (Scan), another program to identify what you need to do to get into that node (Analyze), another program to decrypt the node's signal (Decrypt), another program to actually get into that node (Exploit), another program to be in the node without it shutting you out (Stealth), and it's another program to actually find what you're looking for in that node (Browse). And now that you have found what you're looking for it's another program to take or alter it (Edit), activate it (Command), or bypass data security (Defuse). And of course, if the node you are after isn't an open node in the first place, you'll need to listen in on he priviledged data packets (Sniffer), and then emulate them (Spoof) before you can even try to get your foot in the door.

And of course, if you go into cybercombat and you don't have Attack, Armor, ECCM, and Medic, you aren't going to enjoy the experience. But that doesn't even matter, because we already listed off 12 mandatory programs just to be allowed to attempt to complete missions and that's already more than you're allowed to have.

Yeah, Rigger Technomancers are bad ass. They throw up some giant Sprites and put them in Steel Lynxes and stab people in the nut sack. I respect that. But the "hacker technomancer" just doesn't even exist. The requirements of the position actually exceed the caps of the archetype.

-Frank
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 20 2007, 06:26 AM
Post #36


Neophyte Runner
*****

Group: Members
Posts: 2,461
Joined: 31-December 06
Member No.: 10,502



The hacker technomancer works fine.

You're right that starting out they don't have a full suite of CFs. That's fine, they'll have the critical ones.

The sprites have the rest. For example I like having starting TMs not have any offensive cybercombat skills/CFs to save on BP and CFs. The sprites will do the job just fine, better than any hacker for sure. IF, and that's a big if, I get caught with my stealth of 12. (or 9 if it's a long haul and I have to rely on threading). Ok, a patrol IC might spot a sprite with their stealth 6, but at least it's them not me, and again that sprite is just as hard if not harder to spot than a hacker.

Basically the only thing a hacker TM needs to be able to do is have the exploit and stealth to punch a firewall on the fly and analyze to see stuff on the other side. Sprites can do everything else if you need them to. And since it doesn't cost any money to re-register them, those sprites are good to go as long as you get plenty of downtime.

Still it's nice to have the commonly used CFs for convenience starting out (especially ones that have consequences if they aren't done well like diffuse or sniffer). And in game you can get new CFs at low levels, and, by coupling threading and assist, you can get a CF from 3 to 12 in a hurry if you really need it.
Go to the top of the page
 
+Quote Post
bibliophile20
post Jun 20 2007, 06:54 AM
Post #37


Running Target
***

Group: Members
Posts: 1,180
Joined: 22-January 07
From: Rochester, NY
Member No.: 10,737



QUOTE (sunnyside @ Jun 20 2007, 02:26 AM)
The hacker technomancer works fine.

You're right that starting out they don't have a full suite of CFs.  That's fine, they'll have the critical ones.

The sprites have the rest.  For example I like having starting TMs not have any offensive cybercombat skills/CFs to save on BP and CFs.  The sprites will do the job just fine, better than any hacker for sure.  IF, and that's a big if, I get caught with my stealth of 12. (or 9 if it's a long haul and I have to rely on threading).  Ok, a patrol IC might spot a sprite with their stealth 6, but at least it's them not me, and again that sprite is just as hard if not harder to spot than a hacker.

Basically the only thing a hacker TM needs to be able to do is have the exploit and stealth to punch a firewall on the fly and analyze to see stuff on the other side.  Sprites can do everything else if you need them to.  And since it doesn't cost any money to re-register them,  those sprites are good to go as long as you get plenty of downtime.

Still it's nice to have the commonly used CFs for convenience starting out (especially ones that have consequences if they aren't done well like diffuse or sniffer).  And in game you can get new CFs at low levels, and, by coupling threading and assist, you can get a CF from 3 to 12 in a hurry if you really need it.


He's got a good point--this whole discussion has been ignoring the possibility of sprites, which can run roughshod over any system, especially when the TM goes nuts and scripts three or four offensive ones.

Oh, and, BTW, I'm pretty sure that by "diffuse" you mean "defuse"; while they sound similar, there is a favorite quote of mine that states that "defusing a bomb is one thing; diffusing it is quite another." (which I use as a signature quote for my demo-happy personal PC)

Oooh. And that gives me an Evil GM Idea ™: have certain defuse programs have a little backdoor trap that when that program tries to defuse data bombs, they diffuse them instead. Fun little trick for a corp to pull. :vegm:

~*~

Edited to remove potential confusion--and to back up the point that I can be a grade A idiot. You'd think I could stop proving that by now...

This post has been edited by bibliophile20: Jun 20 2007, 07:37 AM
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 20 2007, 07:04 AM
Post #38


Neophyte Runner
*****

Group: Members
Posts: 2,461
Joined: 31-December 06
Member No.: 10,502



And I'll assume you meant "sprites" instead of "spirits". :P

And, before you get too excited, I'm a "he".
Go to the top of the page
 
+Quote Post
bibliophile20
post Jun 20 2007, 07:33 AM
Post #39


Running Target
***

Group: Members
Posts: 1,180
Joined: 22-January 07
From: Rochester, NY
Member No.: 10,737



QUOTE (sunnyside)
And I'll assume you meant "sprites" instead of "spirits". :P

And, before you get too excited, I'm a "he".

Well, I've barely seen anyone today, and I still manage to get my quota of foot-in-mouth moments.

I'm not sure whether to be impressed or deeply saddened.

Oh well, time to hit the old edit button.
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 20 2007, 12:49 PM
Post #40


Neophyte Runner
*****

Group: Members
Posts: 2,461
Joined: 31-December 06
Member No.: 10,502



Actually I may have not phrased that quite right.

There are some few programs that your sprites can't have. ECCM and reality filter are the only ones I think though. There are also some other times when you don't want to use up a service to do some simplish action. Also you may simply not have the skill you need on any of the sprites you have. For example I could see "medic" getting written off.

Or it could be the first adventure and you haven't got the sprites heavily registered.

However part of the point of threading is that it lets you get up to speed fast and specifically can be used to give you a complex form you otherwise wouldn't have.

For example lets say that you find yourself wanting to heal someone elses matrix icon for whatever reason. But you haven't picked medic on any of your full set of sprites, don't know the CF, and don't feel like dropping the unregistered sprite (or fear a bad roll)..

You can quickly thread up a rating 3 program and there you go, there's a fair chance you'll avoid any stun damage. And medic having a lower rating might just cost you an extra turn of applying code fixes, so not a big deal.

The big deal here is you can have any sprite assist if you need to take it to 8 or 9. And there you go. But a lot of times a rating 3 may be plenty, such as when decrypting. Plus if you need a little more spice with the program but you don't have a registered sprite yet you could always drop the sustaining and try again. It takes a little time and risks fading but you should be able to whip up a level 5 from nothing.

The bottom line is that while they may have to roll against fading now and then a starting technoshaman can do everything.
Go to the top of the page
 
+Quote Post
deek
post Jun 20 2007, 12:55 PM
Post #41


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



QUOTE (Dashifen)
For those of you which have used the "spell" like house rule for hacking, how have you handled Technomancer threading? Seems like rolling 10 dice with a cap of 4 hits (for example) or rolling 10 dice with a cap of 6 hits (after threading a program) doesn't much matter, since you're still going to average around 3 hits, which is less than both caps. Granted, threading might allow a potential benefit, but in reality, you're still rolling the same number of dice so things should average out to the same number of hits regardless of program rating.

Perhaps both increasing the program's rating for the purpose of capping hits and rolling extra dice while threading would be a way to go?

Easy, Dashifen, I don't allow TMs as a PC...

I didn't like them and no one in my group has really even looked at them because of my initial ruling. Not the way every GM would do, but it works for us!
Go to the top of the page
 
+Quote Post
Dashifen
post Jun 20 2007, 01:03 PM
Post #42


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



While I respect that opinion, it doesn't really help out very much :silly:
Go to the top of the page
 
+Quote Post
deek
post Jun 20 2007, 01:08 PM
Post #43


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



QUOTE (tehbighead)
i think capping hits based on the program's rating is slightly unfair; while magicians can overcast, no such ability has been proposed so far for hackers.

I've actually thought about adding that mechanic to hackers in my game. Instead of having a Rating X program, you just have the specific program (and I would probably just use 6 for cost) and then you choose the rating that you want to run it as.

So, you could choose to pick a rating 3 edit or run it at rating 6. Now, using logic (as a magician would use force), you could "overcast", so a logic 5 hacker could run this program up to 5 (which just acts as a cap to hits), or they could pump it up to twice their logic (so they would be allowed to get 10 hits), but when "overcasting" there would be some "drain".

I never had figured out all the details, and I had even just thought of making these "special" variable programs, in addition to the normal ones...

I do really like SR4 magic, with drain and force caps, etc...and I think hacker is basically a digital magician anyways, so aligning the two, using the same basic mechanics, would really streamline hacking, which IMO, is a good thing!
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 20 2007, 01:20 PM
Post #44


Neophyte Runner
*****

Group: Members
Posts: 2,461
Joined: 31-December 06
Member No.: 10,502



Actually TMs CAN basically overcast. If they thread a complex form over their resonance they take physical damage. Such as if you wanted to stay stealthy for a long time, which would take up way to many services. So you thread your stealth up from 6 to 9.

They would then have to resist 3P damage using willpower+resonance.

A starting TM or a TM who raised their resonance but doesn't feel like getting all new sprites might also do that. For example if you have resonance 6 but only a force 5 sprite and a level 5 CF. They might thread it up to seven so when they add in the sprite they're swinging with a level 12 blackout. That would cost them 2P damage.
Go to the top of the page
 
+Quote Post
deek
post Jun 20 2007, 03:16 PM
Post #45


Shooting Target
****

Group: Members
Posts: 1,706
Joined: 30-June 06
From: Fort Wayne, IN
Member No.: 8,814



QUOTE (sunnyside)
Actually TMs CAN basically overcast. If they thread a complex form over their resonance they take physical damage. Such as if you wanted to stay stealthy for a long time, which would take up way to many services. So you thread your stealth up from 6 to 9.

They would then have to resist 3P damage using willpower+resonance.

A starting TM or a TM who raised their resonance but doesn't feel like getting all new sprites might also do that. For example if you have resonance 6 but only a force 5 sprite and a level 5 CF. They might thread it up to seven so when they add in the sprite they're swinging with a level 12 blackout. That would cost them 2P damage.

Yeah, but I don't allow PC TMs, so this is a "new" concept for the hacker in our games.
Go to the top of the page
 
+Quote Post
FrankTrollman
post Jun 20 2007, 05:04 PM
Post #46


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE
Basically the only thing a hacker TM needs to be able to do is have the exploit and stealth to punch a firewall on the fly and analyze to see stuff on the other side.


That's completely untrue.

You seriously need:
  • Sniffer
  • Spoof
  • Scan
  • Decrypt
  • Track
  • Browse

And that's just to get to the point where you can Exploit/Stealth your way into the Node you want. Sure, these aren't needed for every node, but every one of them is needed for some nodes and if you don't have the right key you lose the entire mission. And heck, even with all that you can't actually do anything once you get to the choclately center of whatever node you're looking for, you can just get access and look at the pretty colors.

The problem is that Matrix Specialization does not work in Hacking. Hacking is inherently reactive. If the node only communicates with authorized nodes you must have a Spoof program. Otherwise you fail. If the node is Encrypted you must have a Decrypt, otherwise you fail. If the node is hidden you must have a Scan, otherwise you fail. And so on and so forth. There is no substitutions, no alternate pathways.

You cannot blow up the wall with C4 when you can't pick the lock on the door. In the Matrix as currently defined there are a series of potential security measures and each one has one and only one method of breaking it. If you can't do it, or can't do it well, you lose at hacking and accomplish nothing.

So the fact that a Technomancer can thread themselves up to a Stealth of 8 or 9 doesn't actually matter. While that is very impressive, the fact that she can't actually have enough keys to pass all the kinds of doors she will be required to go through in order to complete hacking missions means that she cannot complete hacking missions.

--

I don't know what the solution is. Possibly it's as simple as sitting back and telling Technomancers to expect to be the super combat backup to an actual hacker rather than a hacker in their own right (which is contrary to source material, but makes for an acceptable 5th man on a shadowrunning team). I'm a little out of my depth because so far none of the players in any of the games I have run has wanted to play a technomancer.

But it is a problem. A very real problem. Despite the genuine glory of chain registering sprites as big as your head for no :nuyen: the simple fact that technomancers cannot compete in the arena that they are supposed to is sufficiently counter intuitive that I regard it as a bug, not a feature.

-Frank
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Jun 20 2007, 05:17 PM
Post #47


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



Hey Frank, did you take a look at my house rules a few posts back? You're pretty good at seeing the unintended consequences of rules, and I'd love to get some feedback from you on them, if you have the time.
Go to the top of the page
 
+Quote Post
sunnyside
post Jun 20 2007, 05:30 PM
Post #48


Neophyte Runner
*****

Group: Members
Posts: 2,461
Joined: 31-December 06
Member No.: 10,502



Alright there are plenty of arguments you could present against technomancers, such as being BP/Karma holes.

But "not having the keys" isn't an issue.

Ok maybe my posts got a little long and your eyes glazed over. I'll try to be clearer, highlighting the important points. Hopefully this won't hurt the eyes, and will make it easier for you speed readers.

The bottom line THE TECHNOMANCER HAS ALL THE "KEYS".

In fact THEY DON'T NEED ANY CFs AT ALL. They make life a whole lot easier, but for any program I need I can thread it up to a basic level from nothing and then add an assisting sprite to take its level ABOVE A HACKERS.

i.e. Let say that the techno doesn't have spoof.

Roll threading, get 3 hits, roll 11 die to resist, take no damage. Call in one of many services from a registered level 6 sprite. I've got the program at rating 9.

I spoof whatever needed spoofing.

Later I want to browse for some paydata. Again lets say I've got no browse, or maybe no data search skill either. Well that kind of chode work isn't even worth my time anyway. Off goes a sprite WITH BETTER PROGRAMS AND/OR SKILLS THAN A STARTING HACKER. They find what I need for me.

Uh oh, they found a databomb on it.

No defuse? No Problem! I really want to make this roll, so I want a high program rating. When threading I can decide how many hits are applied after I roll, so I just keep using "zero" hits so that I don't risk any fading until I roll up a LEVEL 6 PROGRAM. I probably get tagged with a couple boxes of stun though, so I can't do that too much. Anyway I call down another assisting sprite to take the prog up to 12 and throw 20 dice at the bomb (12prog+6 hacking+2 VR bonus and no sustaining penalty if you follow the FAQ).

I think by now you get the idea of how a TM can operate CFless. CFs just make it so you can hack quickly and without suffering fading or burning through services.
Go to the top of the page
 
+Quote Post
Dashifen
post Jun 20 2007, 06:35 PM
Post #49


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



I'm with sunnyside here. While I agree that a TM probably doesn't have complex forms at the rating most hackers have their programs, the ability to thread CFs they don't have and raise the rating of the CFs they do have make them just as powerful, if not more so with creative application of Sprites, than a Hacker. I've had numerous very successfully TMs in my games (okay, three may not be numerous but...) all of whom used threading/sprites to make up the difference between them and hackers.

Plus, the overlooked rule is the one that sunnyside highlighted: you can choose the number of hits to apply to your threading after you roll. If you have 8 dice to resist with, only use two hits and buy of the fading damage! Hell, you can try to thread the same CF again (unless I missed something in the RAW) and since is -2 per sustained threaded CF, you can test to thread the same CF for a static -2 per test up to the limit of Resonance x 2 if you wanted to. No drain at all. Then, tack on the extra sprite dice and you've potentially got Resonance x 2 + Sprite Rating + Skill as your dice pool. I don't see a good way for a hacker to do that.

Granted, I'm not sure it's in the spirit of the rules to allow a CF to be multi-threaded, but the RAW also seems to leave that option open. I haven't had a player notice that yet, so I haven't had to make an in-game ruling on it.
Go to the top of the page
 
+Quote Post
FrankTrollman
post Jun 20 2007, 06:38 PM
Post #50


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE (Moon-Hawk)
Hey Frank, did you take a look at my house rules a few posts back? You're pretty good at seeing the unintended consequences of rules, and I'd love to get some feedback from you on them, if you have the time.

OK, the most obvious quetion I have is: what you intend to do with the programs which are thresholds rather than merely dice pools? How much damage does an "attack" do? What is the threhold to find someone if their Stealth is unrated? Technomancers still suffer a -2 penalty while sustaining threads, right? That makes threading a missing form just as shitty as it is now by and large.

It mostly seems that you're charging an incoming Technomancer about 50 Karma for them to "catch up" to a Hacker after which they will have enough CFs to move on with their life and then be totally awesome all the time. So the TM will sit in the corner and cry for about 10 sessions, and then the Hacker will sit in the corner and cry for the rest of the game.

In a twenty session game, that's more-or-less "fair". But while it's a definite improvement, I don't think it's a final solution.

---

QUOTE
Roll threading, get 3 hits, roll 11 die to resist, take no damage. Call in one of many services from a registered level 6 sprite. I've got the program at rating 9.


Uh... whatever dude. How many rounds can you keep that up for before you die? Every time you register a Rating 6 Sprite you resist between 2 and 24 Fading. If it comes up 24 (or really anything kind of close to that), you die. Registering Rating 6 Sprites is like playing Russian Roulette.

Threading puts you at -2 on all other tasks, including defensive ones.

Your "solution" may or may not get you through a particular hurdle. But it will get you killed.

-Frank
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 29th December 2025 - 08:59 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.