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> Technomancers and Initiative Passes, Totally shafted? Hmm, yep.
Gelare
post Aug 6 2007, 05:18 AM
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QUOTE (Doctor Funkenstein)
QUOTE (Jaid @ Aug 5 2007, 09:58 PM)
...at that point he's traded in 90% of his awesome in the matrix, and can only ever make himself passable or decent in the matrix... which, for the record, a hacker can do for under 100k nuyen/20 BP...

As I said before, then: Stick with playing a hacker. They're clearly the superior choice and the poor, desperate, grossly underpowered technomancer doesn't stand a chance of keeping up with a hacker! They're just that pathetic. Woe is them. My heart is pouring out for them, it truly is.

Actually, I will play a hacker. The minor benefit of threading and the moderate benefit of sprites are not enough to offset the hacker's ability to be actually competent in the real world. Considering how extremely important it is for a character to have multiple initiative passes in this game, playing a technomancer in a two person party would be tantamount to suicide. It's really a pity that technomancers are so poor, desperate, and grossly underpowered, because their character concept is just awesome. Oh well. Synaptic Booster 2 is probably the best option for a technomancer. Granted, the character's resonance will start at four instead of five, and between the point of resonance and the cost of the procedure he'll be out 42 precious, scarce build points, and his sprites will all suck a little more, and the maximum for every stat he uses in the matrix will be reduced to an more uninspiring level, but hey, I guess it's the player's fault for wanting to play a class with a cool concept that is fundamentally underpowered. Oh well.
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Particle_Beam
post Aug 6 2007, 05:23 AM
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Yes, it is really the player's fault to reduce the character only to his starting combat capabilities at character creation and be done with it.
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KiwiTroll
post Aug 6 2007, 07:02 AM
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Hi there - first post but i really need to stick my oar in.

The issue here is not so much that the technomancer sucks in non VR combat and actions but that the promise of the technomancer idea (which was someone completely immersed at all times) seems to fall flat against other computer users. In AR what seems to be needed is a way for a technomancer to proccess actions online at the same speed as a dumbass gangbanger with wired reflexes. Now AR is distinct from astral space in that it is open to other characters beyond mages and adepts willing to pay up and it is because of this that technomancers should be beefed up for AR actions.

While not RAW I would have no objection to a technomancer getting 3 passes as a free perk so long as only one involved his physical body. It would simulate the immersion idea and would get the TMs out of the bunker the way wireless did for deckers/hackers.

At the moment i would not play a TM as the build seems to be massively inferior to other archetype designs. Especially when you consider the lack of a second path for technomancers in augmenting their capabilities.
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Kyoto Kid
post Aug 6 2007, 07:02 AM
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…a little after the fact, however, I’ve read all the arguments and when it comes down to it, Technomancers are still crocked more than any other archetype. In all the campaigns I’ve been in, a techno would never have survived her first mission. Like they Otaku before them they cannot handle running in the meat world unless they have the big bad Troll Sammy buddy to step in the way and take the bullets for them.

I actually tried to run an Otaku once, and after the second session I retired her. She was totally useless in the field, and therefore a liability to the other team members. Heck, if another character sneezed at her she’d take a serious wound. Where she was at her best was back with her tribe in the hardened bunker they had. The one thing, it’s not much fun to play a character who sits on her bum 80% of the session twiddling her thumbs waiting for the time she finally called upon to go into the matrix (which was often shortcut because a full matrix run took so much time and bored the other players). Otaku made great NPCs but not PCs unless the whole team was Otaku and it was a matrix mission.

The same holds true for Techonmancers. They are a poor concept for a PC on a regular team of runners considering the physical dangers out in the shadows. Yes, a mage needs to bond a sustaining focus. What’s that cost? 3 BPs for the spell slot, 6 BPs in resources for a power 3 sustaining focus, and 3 BPs to bind it for a total of 12 and now she has 3 IPs with no loss to her MA. 5 Karma, and she has that spell slot back. For a technomancer to do the same costs 32 BPs in resources and she loses 1 rating level to her Resonance. So to start with an effective resonance of 5 she needs to spend a total of 65 BPs to buy it at 6, (which also means she needs to submerge to get it back up to 6). This makes that Synaptic Booster 2 effectively cost her 57 BPs at the outset.

As to the chargen argument, I agree with Jaid, the character should be enjoyable to play at the outset and not 50 or more karma down the road. From my experience, surviving to get that Karma with only 1 IP is a pretty tall order. Yeah a Techno can control drones, but those drones won’t help her dodge the next burst from that Sammy when she’s already used her one meatworld IP up.
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Cthulhudreams
post Aug 6 2007, 07:12 AM
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If you gone the drone route, why not detach yourself from the combat stage and send in the clowns then? So you can get face time up and to the "highly dangerous illegal activities commence here" line when people pull out the weapons that are not really concealable ratings, and send in a steel lynx instead?
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Ravor
post Aug 6 2007, 08:03 AM
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Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware.

Mages, well it's considered heresy here, but in a world where Wards are cheap, easy and very common using a spell to get their extra IPs and Stat Boosts isn't really that great of an idea either, even if you have a nice DM who doesn't believe in using the Focus Addiction Rules. :vegm: (And that isn't even considering the problem of glowing like a christmas tree on the Astral.)
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Fortune
post Aug 6 2007, 08:51 AM
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QUOTE (Ravor)
Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware.

Mages, well it's considered heresy here, but in a world where Wards are cheap, easy and very common using a spell to get their extra IPs and Stat Boosts isn't really that great of an idea either, even if you have a nice DM who doesn't believe in using the Focus Addiction Rules. :vegm: (And that isn't even considering the problem of glowing like a christmas tree on the Astral.)

I concur. Bio is definitely the better way to go for the Awakened, in my opinion.
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Fuchs
post Aug 6 2007, 09:04 AM
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It also depends on the type of campaign you are running. We house-ruled sustaining spell focuses out a long time ago since we did not want mages to be as fast as samurais, and over time, the game theme changed so that high initiative - or, in SR4, many IPs - became not as needed anyway. We often have entire sessions without combat, or detailed combat, and when we do have combat, the street samurai shines. If you rarely have more than one important combat per evening, an edge point is easily spent as well.

Even in combat heavy campaigns, a focus on tactics and cover, trying to prevent the enemy from getting clear shots at your team (hack their smartlinks, hack the sprinklers and lighting system, send them false orders, etc.), may make high IPs less needed.

Of course, if you generally can't take cover and can't rely on the other team members taking down the enemies quickly, and can't rely on the opposition focussing on those threats instead of on you, then a high number of IPs might be needed to survive.
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Blade
post Aug 6 2007, 09:46 AM
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Drugs.

Take some cram, or jazz: cheap, essence-friendly and astrally inactive!
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NightmareX
post Aug 6 2007, 11:17 AM
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QUOTE (hobgoblin)
hell, with ar interface a mage can now even kick ass online. one pc, all worlds (meat, astral, matrix) covered.

Not well, and sure as hell not efficiently.
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NightmareX
post Aug 6 2007, 11:17 AM
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QUOTE (Jaid)
translation: the game should be fun from chargen.

It is. if you don't approach it in typical D&D hack slash fashion. This isn't D&D, it's SR - totally different game, totally different mindset required (or at least implied by the rules and setting.

This sort of thing is precisely what I was refering to in my thread about the Point of this game :S
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NightmareX
post Aug 6 2007, 11:18 AM
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QUOTE (Kyoto Kid)
One thing concerning Otaku, while starting out fairly weak from the physical standpoint their Living Personas didn't suffer from implantation. As a matter of fact they were required to start with a datajack and ASIST converter implants.

Given the in setting difference between how their powers work, I can totally understand the "implants hurt Resonance" stance the rules take.

QUOTE (Gelare)
Sorry Doc Funk, but I'm with Tarantula and friends on this one.  It's simply bad game design to have a single class like Technomancer that can't get more initiative passes when every single other class can.

Excuse me? Class? Did I just stray into a WotC forum for a sec here? This isn't D&D friend - the world, the in setting explanation for things (like technomancers) is more important than some arbitrary juvenile "game balance". Thus, it is not poor game design to make the rules reflect the conditions of the setting, but rather good setting design.

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Kyoto Kid
post Aug 6 2007, 03:02 PM
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QUOTE (Ravor)
Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware.

...only because the costs of adept powers were not brought into line with the power scale of the game (eg 6 in the old = 4 in the new).

...but let's not continue on this track here, there are other threads that discuss adepts.
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Gelare
post Aug 6 2007, 04:38 PM
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QUOTE (NightmareX)
QUOTE (Gelare)
Sorry Doc Funk, but I'm with Tarantula and friends on this one.  It's simply bad game design to have a single class like Technomancer that can't get more initiative passes when every single other class can.

Excuse me? Class? Did I just stray into a WotC forum for a sec here? This isn't D&D friend - the world, the in setting explanation for things (like technomancers) is more important than some arbitrary juvenile "game balance". Thus, it is not poor game design to make the rules reflect the conditions of the setting, but rather good setting design.

Perhaps it is good setting design, but it is poor game design to not have balanced classes, and yes, I said classes because it is an easy and straightforward way to describe how the mage does not do the same thing as the rigger and never will. I could say "character specializations" and it would mean the same thing but longer. I mean, to be fair, I do really like the Shadowrun setting, it's just awesome, and I really wish that they would release an entire sourcebook about the setting itself, along with all the things that get talked about on these boards that aren't mentioned in the rulebooks. I can't tell you how long it took me to find out that a Thor Shot platform was a satellite that dropped giant tungsten rods from space to kill things. Which, again, is another sweet piece of flavor.

But at the risk of digressing too far, I'd like to go back to technomancers. The point of making the Matrix wireless was so that the hackers could join the rest of their buddies in the field, and in my games they need to because everyone's favorite lead paint blocks Wifi signals as well as anyone could ask. The hacker can move and hack at the same time and at the same speed as the rest of the party. The technomancer can either hack at snail speeds, or he can become a corpse the team has to carry around and hack at regular speeds. It's simply not right, especially considering how potentially cool technomancers are.
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PlatonicPimp
post Aug 6 2007, 05:08 PM
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A technomancer hacking AR style does it by summoning a sprite and sicking it to the task. He doesn't do it himself, he talks to the matrix and the matrix does it for him. Not only is it a viable tactic, it's thematically cool and totally differentiates a technomancer from a hacker. And don't go saying that hackers get agents, so they're even. Sprites are much, much more than agents.
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Fuchs
post Aug 6 2007, 05:18 PM
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Maybe the question should be: Does every character need multiple IPs to survive a battle?

I am not convinced that this is the case if people use cover, tactics, and coordination and let the multi-IP characters shine.
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Jaid
post Aug 6 2007, 05:38 PM
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QUOTE (Fuchs)
Maybe the question should be: Does every character need multiple IPs to survive a battle?

I am not convinced that this is the case if people use cover, tactics, and coordination and let the multi-IP characters shine.

it's not about surviving the battle, and it's not about having multiple IPs for attacking.

it's about being able to hack from AR effectively.

a hacker can (with wired or synaptic booster) hack in combat with 3 IPs, thereby allowing them to be effective.

a technomancer can't hack in 3 IPs in combat unless they either take a major hit to their power and pay a huge cost for it, or if they go unconscious and don't have any physical defenses whatsoever.

letting TMs get 3 IPs wouldn't do an awful lot for TMs being able to go offensive physically themselves. their combat skills are probably still 1, possibly with a specialisation. having 3 IPs simply means that they could miss 3 times as often.

all 3 IPs would give them is the ability to actually contribute in combat by hacking while still having at least some awareness and mobility.

and seriously, anyone who wants to argue that the TM can help in combat by hacking the way things stand now... that's just ridiculous. assuming it takes only 1 IP to hack on the fly into a relevant PAN, you're looking at the combat quite possibly being over before you get to actually do anything. unless of course you go into full sim, in which case you've probably been shot several times because you can't dodge, can't take cover, and in general can't act or react in the meatworld.
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PlatonicPimp
post Aug 6 2007, 05:46 PM
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I think we're saying they aren't supposed to. I'm saying they outsoure. Others are saying they stay away from combat. Others are saying you get the essence friendly high grade bioware and suck up a point of resonance loss, the same as a mage.

Face it, a technomancer is not just a weird-ass hacker. The play style is fundamentally different.
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Whipstitch
post Aug 6 2007, 05:55 PM
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QUOTE (Particle_Beam @ Aug 5 2007, 11:01 PM)
Is character creation the only place and time where a character concept is considered valuable at all? Doesn't anybody just try and play first and get his character up to the better level together with the other characters played by the other players? Do people here only care about one-shots, or what?

I tried a TM in a long term campaign. Essentially, my TM hit the wall early because submerging isn't really all that great, complex forms are horribly expensive, and skills cost more than attributes at the high end. This would in theory leave attributes as the way to boost your TM, but you can't really afford to leave attributes low (so you can buy them cheap later) because your mental skills are tied directly to the effectiveness of your complex forms; you can't have good forms without good attributes. Did I manage to do a few things a hacker couldn't of done? Once or twice, I suppose, although it would be more accurate to say my sprites did things a hacker could not have done. I also got knocked out or nearly killed by long matrix endurance runs through minor obstacles a hacker would have breezed through, since light fading and 'trix combat damage goes straight to your actual damage track rather than dinging up your Icon (which you can just patch up with medic anyway). Eventually I ended up dinking around and blowing all my karma on specializations (they're at least affordable), and eventually I actually fended off a ganger all by myself. A proud day to be sure. Meanwhile, the hacker/social adept my brother played a few sessions back was several different flavors of awesome. In fact, if anything, I'd say I like the idea of playing a TM for a one shot adventure with some decent matrix action better than I like the idea of playing through a long campaign and hoping all the runs have a ridiculous enough matrix obstacle to require using my sprites, thereby justifying my TM's existence.
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odinson
post Aug 6 2007, 06:01 PM
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The problem is the assumption that everyone needs 3 IP's. The group we play in now everyone except the street sammy has 1 IP. The sammy only has 2. If you compare min maxed characters then yeah, the techno really sucks in the meat world. Thats because you've made him an uber specialist matrix hacker and everyone else has made awesome combat guys. If you all have well rounded characters then nobody would suck in one particular area. If you want to be a techno street sammy then get the bio and cyber and suck up the resonance loss. There is always karma to improve the character so he's the best at everything. If you want your starting characters to be the best everywhere play a 700bp game. You're starting characters. You should be ok everywhere and kinda good somewhere else.
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Whipstitch
post Aug 6 2007, 06:08 PM
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You guys must play in a world where all the LoneStar officers don't keep Jazz in the glove compartment.
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Fuchs
post Aug 6 2007, 06:08 PM
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I rarely envision combat as some "quickdraw, shoot them dead in 3 seconds, don't waste any action on going prone, kneeling, or even seek cover" affair. So, I can see a lot of situations where people take cover, the hacker hacks while the rest keeps the opposition at bay, and then moves in coordination.
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Ravor
post Aug 6 2007, 06:14 PM
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Plus something that all too often gets forgotten is that in Fourth Edition almost everyone will have a Dicepool of only 4-8 Dice before equipment modifiers so you don't really have to make Runners that roll buckets of Dice in order to survive and thrive.

And 2 IPs are easy to get, in my opinion 3 IPs aren't generally worth the extra effort unless your DM forgets the basic rules of the Sixth World and goes into "arms race mode" OR you really are playing a best-of-the-best-world-class Prime Runner campaign. (And quite frankly I find those rather boring most of the time.)

*Edit*

Hell in my campaigns most sec-guards have access to combat drugs, although of course not all of them are necessarily willing to take them, but that doesn't mean that 3 IPs are "must have", combat gets alot more interesting if you have to win on tactics as opposed to just getting to shoot more often.
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Vaevictis
post Aug 6 2007, 06:20 PM
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I would just like to point out that it doesn't matter how many more IPs your enemy has than you... if you kill them on the first pass. ;)
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Whipstitch
post Aug 6 2007, 06:35 PM
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One houserule I thought I'd suggest: Let Overclocking give you an extra initiative pass when using AR that can only be used for matrix actions. Or, hell, you could make it it's own Submersion if you want. Name it Matrix Multi-tasking and call it a day. Combat Hackers would still be more flexible at AR hacking with wired reflexes, but at least it'd give TMs a way to be more effective 'trix side while still being aware of their surroundings.
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