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> Hacking Defaults, Why buy Hacking?
Cooper
post Jun 28 2007, 02:06 PM
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I'm new to Shadowrun so I think I might be misunderstanding a bit.

If Hacking defaults to logic-1 and your logic is 8, wouldn't that mean you'd have hacking at 7? If you bought the hacking skill at 4 wouldn't you end up just lowering your chance of success on your Hacking+Exploit rolls? Heck, get a +3 bioware and Exceptional Attribute (Logic) and you can hit 10 Logic as most races. Why bother with the hacking skill at all?

If anyone could shed some light on this I'd appreciate it. I can't imagine that not buying a skill would make you better at it, but that's what I'm reading so far.
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Eryk the Red
post Jun 28 2007, 02:12 PM
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It doesn't actually work that way. You don't replace the skill with the attribute -1. If that was so, defaulting on Pistols skill would have you roll Agility + Agility -1. Instead, when defaulting hacking rolls, you default to the other rating used in the roll (the program rating). It's not explicit in the rules, and it's not exactly universally agreed upon, but that seems to be the most logical way to do it, and, I think, the way the rules intended.

Edit: Just a nitpick: Can't get Logic 10. That'd exceed the augmented attribute cap of 9.
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Moon-Hawk
post Jun 28 2007, 02:16 PM
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But Cooper still has a valid point. Someone with the Hacking group at 4 and programs at rating 4 rolls 8 dice, but if they default to their Logic of 10 they get 9 dice, so why bother?
It seems to me that most people use a house-rule or two for hacking. Some people use Logic+Skill+Program for all tests, some people keep Skill+Program and allow defaulting to Logic but enforce max hits based on skill or program, etc.
This issue has come up several times. Have you tried searching the forum and been unsuccessful?

edit: nitpick nitpick, Cooper did specify exceptional attribute. Yes, you can get 10.
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Eryk the Red
post Jun 28 2007, 02:44 PM
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I guess the question we raise is, when defaulting on a skill, any skill, do you always use the linked attribute listed for the skill, or do you use the attribute that actually contributes to the dice pool. I argue the latter. If a character wants to block a melee attack unarmed, but don't have Unarmed Combat, they don't get to default to Agility -1 instead of Reaction. Holding your breath is Willpower + Swimming. If you don't have Swimming, I won't let you default to Strength -1, instead of Willpower -1.
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deek
post Jun 28 2007, 02:56 PM
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From a realism standpoint, I think we have to take a look at what a rating 9 in an attribute means...its insanely powerful...so, yeah, I can believe a defaulting hacker with logic 9 (8 dice for a test) is just as good as a 4 skill, 4 attribute...that is comparing someone that is above average in something, using average equipment, to someone that is insanely, crazy intelligent...
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sunnyside
post Jun 28 2007, 02:58 PM
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I think the rule is that rolls start at base

thing1 + thing2 for dice pools.

but

If (thing1 OR thing2 == 0) then
base dice pool = (whichever isn't 0)-1

So if you don't have hacking, assuming it's usable untrained, you'd roll program-1

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Abbandon
post Jun 28 2007, 03:03 PM
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Well according to the book you CAN default on not having a hacking skill. Some things are just to difficult to default on though as is the case for several other skills in the book. And in this case dont even make a hell of a lot of sense since you would actually be better.

I'd say any time you have a skill+device/program you cant default to an attribute.
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sunnyside
post Jun 28 2007, 03:57 PM
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Really I'd advise against saying "default to an attribute" it leads to confusion with the old skill web stuff where you actually did default to an attribute. That just isn't around anymore.

All that's happening in a default in SR4 is that sometimes you take an extra -1 penalty if you have a 0 in something where your base dice pool is the sum of two things.

It occured to me that my last post isn't quite right. As I don't think you take the default penalty on resistance tests (like if you don't have counterspelling, or armor).

I think it's if you're activly trying to do something and the skill is 0 you take the default penalty.

Regardless you never to substitute a stat in for a skill. i.e. if you want to declare a full dodge you don't get to roll reactionx2-1 and so on.

Basically what Eryk said.
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Unarmed
post Jun 28 2007, 04:51 PM
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So the implication is that if you were attempting to hack a system where you would normally roll hacking + exploit, but you don't have hacking, then you would roll logic - 1 + exploit? Or are we saying you'd just roll logic-1?

Neither of those options make much sense, when you're not even rolling the attribute normally, but apperently hacking is defaultable.

I'd rule that you can't default on hacking in this case, or that you just roll program -1, in which case you're not doing so hot.
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deek
post Jun 28 2007, 05:34 PM
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QUOTE (Unarmed)
So the implication is that if you were attempting to hack a system where you would normally roll hacking + exploit, but you don't have hacking, then you would roll logic - 1 + exploit? Or are we saying you'd just roll logic-1?

Neither of those options make much sense, when you're not even rolling the attribute normally, but apperently hacking is defaultable.

I'd rule that you can't default on hacking in this case, or that you just roll program -1, in which case you're not doing so hot.

Hacking is a little different because its not Attribute + Skill. Its Skill + Program. I'd rule that defaulting on hacking is allowed if you are rolling something that is Hacking + Attribute, but if the actual test has no attribute in it, then you can't default on it.

But, that is just my take. And for the record, I use Logic + Skill, with Program capping hits, as a houserule, so I bypass this issue altogether.
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Cooper
post Jun 28 2007, 05:38 PM
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QUOTE
And for the record, I use Logic + Skill, with Program capping hits, as a houserule, so I bypass this issue altogether.


I like this one. I'll have to see if my GM goes for it. I don't like that a Logic 1 person can be an equally good hacker as a Logic 10 person.
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sunnyside
post Jun 28 2007, 05:41 PM
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Where do you people even get the idea that you can substitute a stat in for a skill in SR4? That mechanic exists nowhere in the system.

In SR4 logic is completly decoupled from hacking when a program is involved.

By the way there is talk that logic may become important with changes in unwired, but that's just chatter from the freelancers.
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Unarmed
post Jun 28 2007, 05:42 PM
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QUOTE (deek)
QUOTE (Unarmed @ Jun 28 2007, 11:51 AM)
So the implication is that if you were attempting to hack a system where you would normally roll hacking + exploit, but you don't have hacking, then you would roll logic - 1 + exploit? Or are we saying you'd just roll logic-1?

Neither of those options make much sense, when you're not even rolling the attribute normally, but apperently hacking is defaultable.

I'd rule that you can't default on hacking in this case, or that you just roll program -1, in which case you're not doing so hot.

Hacking is a little different because its not Attribute + Skill. Its Skill + Program. I'd rule that defaulting on hacking is allowed if you are rolling something that is Hacking + Attribute, but if the actual test has no attribute in it, then you can't default on it.

But, that is just my take. And for the record, I use Logic + Skill, with Program capping hits, as a houserule, so I bypass this issue altogether.

To be honest, most of the time I don't mind the fact that logic doesn't really affect hacking all that much. It's a bit incongruous with the rest of the SR4 system, though.

Doing it your way would solve this particular problem quite nicely, and streamline It does take a lot of the focus off of the gear, though, which actually makes a bit more sense as well. I may have to suggest this to my group.
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deek
post Jun 28 2007, 05:44 PM
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QUOTE (sunnyside)
In SR4 logic is completly decoupled from hacking when a program is involved.

By the way there is talk that logic may become important with changes in unwired, but that's just chatter from the freelancers.

Heh...well, its already important in houseruled games:) And we don't have to wait for that!
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Unarmed
post Jun 28 2007, 05:44 PM
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QUOTE (sunnyside)
Where do you people even get the idea that you can substitute a stat in for a skill in SR4? That mechanic exists nowhere in the system.

In SR4 logic is completly decoupled from hacking when a program is involved.

By the way there is talk that logic may become important with changes in unwired, but that's just chatter from the freelancers.

Well, I wasn't saying that that should happen. I was basically just restating what other people have been saying for my own edification. I don't think you should be able to substitute and attribute for a skill, if you have to default on a test that was originally hacking + program, then you should either just roll program -1 or not be allowed to do it at all.
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deek
post Jun 28 2007, 05:49 PM
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QUOTE (Unarmed)
To be honest, most of the time I don't mind the fact that logic doesn't really affect hacking all that much. It's a bit incongruous with the rest of the SR4 system, though.

Doing it your way would solve this particular problem quite nicely, and streamline It does take a lot of the focus off of the gear, though, which actually makes a bit more sense as well. I may have to suggest this to my group.

Its a pretty common matrix houserule, AFAIK. The only reason I started using it was because everyone in my group thought it was inconsistent with the core rules as well as simply didn't make sense. We didn't enjoy the fact that a Logic 1 hacker had the same dice pools as a Logic 10...we didn't like it, so we changed it and having done so, have never regretted it...

From a mechanic standpoint to your GM, it really doesn't change the feel of the game at all. He should already be used to Force capping successes on Spellcasting tests, so having a Program Rating cap successes on Hacking/Computer tests...
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Moon-Hawk
post Jun 28 2007, 05:50 PM
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QUOTE (Unarmed)
Doing it your way would solve this particular problem quite nicely, and streamline It does take a lot of the focus off of the gear, though, which actually makes a bit more sense as well. I may have to suggest this to my group.

I go even farther in this direction. IMG I've eliminated program ratings (but not programs) and just roll Logic+Skill, and if they don't have the right program loaded in memory they take the standard -4 for not having the right tools. Anytime I need a program rating for a threshold or something I just use System rating.

Basically, it seemed that everyone had all their programs at the max rating they could (System), and System was at the max rating (Response). The end result being that they wrote the same damn number on their sheet 30 times.

But my way is a bit extreme and goes along with a couple other minor changes I've made; Deek's way seems pretty popular, though.
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Aaron
post Jun 28 2007, 06:08 PM
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If I'm reading page 54 of the hymnal correctly, a skill roll is Skill + Attribute. If one has no skill, one may still roll the Attribute, but at -1.

The way I explain it to confused new players is that a character that lacks a Skill has a "Rating" of -1.

Evidently, program Ratings replace Attribute Ratings in the Matrix. If this is the case, when the Bounty Hunter picks up the Hacker's commlink and tries to run Zurich Orbital, he'll be rolling four dice. The same would go for Egghead the Logic 10 Hacker Wannabe.
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sunnyside
post Jun 28 2007, 06:12 PM
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The trick with doing it that way is that it's a metaphorical boot the the crotch of technomancers. One that will LIFT THEM CLEAN OFF THE GROUND.

Though you could houserule TMs too to fit them into that I suppose. Such as having threading and spirit assist simply add die to tests. Beyond that though they still can't really use cyber to jack their logic and stealth 12 is not remotly the same as stealth 6 with +6 die pool when the system is rolling against it as a threshold. Ditto with attack 12 vs attack 6 with +6 die pool. So you should probably throw some other very nice houserules the TMs way.

Course if you only run hackers it works just fine.

EDIT: @Aaron that's right. Since it isn't clear which is replacing the attribute somepeople will also let you roll hacking -1 if you don't have the right program. Either way that wouldn't go well and I've never had it come up.
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deek
post Jun 28 2007, 06:17 PM
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QUOTE (Moon-Hawk)
I go even farther in this direction. IMG I've eliminated program ratings (but not programs) and just roll Logic+Skill, and if they don't have the right program loaded in memory they take the standard -4 for not having the right tools. Anytime I need a program rating for a threshold or something I just use System rating.

Basically, it seemed that everyone had all their programs at the max rating they could (System), and System was at the max rating (Response). The end result being that they wrote the same damn number on their sheet 30 times.

But my way is a bit extreme and goes along with a couple other minor changes I've made; Deek's way seems pretty popular, though.

Moon-Hawk...even though a bit off topic, I do want to say that I like the way you do this with a -4 penalty if they don't have the right program loaded.

The only question I have is what do you charge for programs, do you use rating 6 to figure out the cost or what?

I agree, from practice, everyone on my players have bought programs at max...anymore, I just have them write down "all common use programs" and hacking ones individually, unless of course they have them all, and then I just tell them to write it all on one line and tell me the rating they bought them at...it gets pretty redundent...
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deek
post Jun 28 2007, 06:19 PM
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QUOTE (sunnyside)
The trick with doing it that way is that it's a metaphorical boot the the crotch of technomancers. One that will LIFT THEM CLEAN OFF THE GROUND.

Though you could houserule TMs too to fit them into that I suppose. Such as having threading and spirit assist simply add die to tests. Beyond that though they still can't really use cyber to jack their logic and stealth 12 is not remotly the same as stealth 6 with +6 die pool when the system is rolling against it as a threshold. Ditto with attack 12 vs attack 6 with +6 die pool. So you should probably throw some other very nice houserules the TMs way.

Course if you only run hackers it works just fine.

EDIT: @Aaron that's right. Since it isn't clear which is replacing the attribute somepeople will also let you roll hacking -1 if you don't have the right program. Either way that wouldn't go well and I've never had it come up.

Heh...well, my metaphorical boot started at our group's chargen, when I told them I wouldn't allow TMs in the game...no one cared, so we haven't had any issues with them:)
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Unarmed
post Jun 28 2007, 06:23 PM
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QUOTE (sunnyside @ Jun 28 2007, 01:12 PM)
The trick with doing it that way is that it's a metaphorical boot the the crotch of technomancers.  One that will LIFT THEM CLEAN OFF THE GROUND.

Though you could houserule TMs too to fit them into that I suppose.  Such as having threading and spirit assist simply add die to tests.  Beyond that though they still can't really use cyber to jack their logic and stealth 12 is not remotly the same as stealth 6 with +6 die pool when the system is rolling against it as a threshold.  Ditto with attack 12 vs attack 6 with +6 die pool.  So you should probably throw some other very nice houserules the TMs way.

Course if you only run hackers it works just fine.

EDIT:  @Aaron that's right.  Since it isn't clear which is replacing the attribute somepeople will also let you roll hacking -1 if you don't have the right program.  Either way that wouldn't go well and I've never had it come up.

Yeah, I hadn't actually considered that since we don't currently have a technomancer in the group since nobody wants to play one. 7 People, no technos. Sad.

At any rate, threading stealth up to 12 (the most commonly threaded CF, in my experience) still has a tremendously good affect, as does threading attack. I think I'd allow threading to either add a die pool modifier or increase the CF as it currently does. That way they get the best of both worlds. Perhaps I'd even allow it to do both, if you thread up a rating 6 CF you could have the CF at 9 and then get a +3 modifier. That would allow a little more versatility and prevent the already one-trick-pony technomancers to still remain kings of their domain.
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Moon-Hawk
post Jun 28 2007, 06:47 PM
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QUOTE (deek)
QUOTE (Moon-Hawk @ Jun 28 2007, 12:50 PM)
I go even farther in this direction.  IMG I've eliminated program ratings (but not programs) and just roll Logic+Skill, and if they don't have the right program loaded in memory they take the standard -4 for not having the right tools.  Anytime I need a program rating for a threshold or something I just use System rating.

Basically, it seemed that everyone had all their programs at the max rating they could (System), and System was at the max rating (Response).  The end result being that they wrote the same damn number on their sheet 30 times.

But my way is a bit extreme and goes along with a couple other minor changes I've made; Deek's way seems pretty popular, though.

Moon-Hawk...even though a bit off topic, I do want to say that I like the way you do this with a -4 penalty if they don't have the right program loaded.

The only question I have is what do you charge for programs, do you use rating 6 to figure out the cost or what?

I agree, from practice, everyone on my players have bought programs at max...anymore, I just have them write down "all common use programs" and hacking ones individually, unless of course they have them all, and then I just tell them to write it all on one line and tell me the rating they bought them at...it gets pretty redundent...

<I'll post my house rules at the end of this post>
I don't actually charge anything for programs. I have a few reasons for this. Basically, the situation I had was: The hacker bought all the programs at the maximum rating he could run. He then broke the copy protection on them and gave them all to everyone. Everyone had top of the line commlinks, 'cause they're cheap as dirt, loaded with all the programs at max rating. And absolutely everyone except the hacker was afraid to touch the damn things. "I don't want to hack, I don't know what the test is, I don't know what program to use, do I have that program, what's the rating?" Whine whine bitch complain.

What I wanted was for absolutely anyone on the team to be unafraid to spoof a command to a simple low-rating device, or to perform their own data search. So I came up with a set of house rules to simplify things a bit to make hacking more accessible to people who don't really want to spend a lot of time with it. At the same time, I tried not to take away from the strategy for someone who really wanted to play a hacker. (Such as managing program loads) I also tried to make them so that they'd be relatively compatible with any rules that came out later.

So the results that I'm getting with my new rules are that if someone needs to do a quick easy command, outside of combat, we assume they have the program, we don't really have to care which one they need, we assume they take the time to load it into memory, we don't really care whether it takes 3 seconds or 6, and they roll Logic + Hacking and we get on with our game. Increased fun is had by all. If it is an intense situation where program loads and seconds matter, then it's the Hacker doing it anyway because the Sam isn't spoofing a command to a lock, he's shooting people. :-)
I have been totally thrilled with the effect my house-rules have on my game. It gets everyone involved in hacking at a basic level and doesn't really detract from any of the strategy of a hacker.
Now the caveats. Although I have included rules for technomancers, they have had very little playtesting. As FrankTrollman pointed out to me, the effect of my technomancer rules makes them somewhat less sucky at chargen, but after a few hundred karma or so (if your games run that long) they will be matrix monsters.

Okay, so here's my matrix rules:
1) All hacking tests are done using Attribute + Skill: This is consistent with the core mechanic. Ex: Logic + Hacking
2) All Common Use and Hacking programs are effectively free. Common Use programs probably come with most OS. For Hacking programs, in SR4 software piracy is the rule, not the exception. Legality is still a factor. Attempting a task without the correct program is a -4 penalty, as per the normal penalty for attempting a task without appropriate tools.
3) Program ratings for Common Use and Hacking programs are irrelevant and gone. In the event a rating is required, use Response or System as appropriate. Note that it is still important to track which programs are in active memory, since this can still cause Response degradation. Whenever a task calls for a program rating, use System instead.
4) Pirated OS are also available basically for free. These options are restricted to the options listed in the book, however. Non-standard OS must be obtained normally, i.e. through availability and at normal cost.
5) To compensate for lower costs, all commlinks have their cost multiplied by their Response rating. Cheap commlinks are still cheap, but a deluxe model still costs a significant number of BP, although still not as much as before.
6) Technomancers – Use Resonance + Skill.
7) Technomancers – CF cost the same as spells. 3BP or 5 karma.
8) Technomancers – Threading still adds dice to the use of any CF. If the Technomancer has that CF, it adds dice to the test. If the Technomancer does not have the CF, extra dice will help to offset/overcome the standard -4 penalty. (see rule 2)
9) Technomancers – Threading drain is physical if the number of dice added exceeds Resonance / 2 (rounded down). The technomancer can forego rolled successes when threading for lesser effect but lesser drain, if desired.


Anyway, sorry for the long post, let me know if you have any questions.
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Abbandon
post Jun 28 2007, 06:58 PM
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@Deek You roll logic + hacking and the number of success's are capped by the program rating?? Thats insane. Thats how you modify the guts of something or the program of something. Like you want to turn your attack 4 program into a browse 4 program. Or you want to add a self destruct line of code to a commlink.

What difference does it make how smart or stupid a character is. Thats like saying some nerd who knows how to make the chemical propulsion for a rocket can go run outside and expertly shoot down fighter jets and tanks with a rocket launcher.

Most things are based of what your body is capable of and your experience at doing something. Your litle icon flying through the matrix doesnt give two craps how smart you are because your body attribute = the program rating in this case. Programs determine what you are capable of and your hacking/computer skill experience. You may know how to write a killer program but what good does that do you when you actually need one.

Thats like saying your body attribute determines how much damage your persona can take or your agility determines how fast you can move from node to node.
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Moon-Hawk
post Jun 28 2007, 07:02 PM
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Huh, you know, I think I object to every single one of your analogies.

edit: Skip to my next post, it's much more constructive than this. I did a whole new post rather than editing this one 'cause I never dreamed I'd get it in before 5 other people had posted. ;)
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