A tough team choice! |
A tough team choice! |
Aug 21 2007, 06:32 PM
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#1
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Target Group: Members Posts: 91 Joined: 25-July 07 Member No.: 12,356 |
Well, after I saw a post claiming mages were more important to a run then deckers, I went about talking to my friends. I started a little poll asking, if it came down to it, would you rather have a decker or a mage in your team? Imagine you're hired for a run but you can only have so many people in your team. You got one slot left, and you can choose between a mage or a decker? Two completely differant worlds of running but both almost required to an extent.
I really want to know what dumpshock members think of this. I had trouble getting a straight answer from most of my Shadowrun team and really want to see what the answers stack up to. |
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Aug 21 2007, 06:51 PM
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#2
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...SRIII & before: I would take the Decker, for without one, the Matrix is pretty much useless. A Rigger could also be a decent backup decker, but to really crack the tough nodes, you need a specialist. Though not as instant as healing spells, someone with a decent Biotech (First Aid) skill, a well stocked Medikit and an autodoc drone can get a team by in the case of injury. Just make sure everyone has a decent willpower to fend off spells and the Sammy is an expert at some form of Melee attack (or the adept has killing hands or a WF) if a spirit shows up.
...SRIV, as much as I hate to admit it, the mage is more important here. Almost anyone (even the mage) can beef up his or her commlink and buy the essential programmes and skill to crack the matrix. Since most matrix tests are extended, having that huge DP is not all that necessary. Also, Attribute has no bearing the cracking pool (*sigh* :S) so a high Logic is not as important as good utility programmes. Spells in SR4 are tougher against mundanes & based on the many discussions I have read magic almost always seems to trump just about everything else in the game. |
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Aug 21 2007, 06:55 PM
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#3
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Deckermage! Riggerdeckermage, even better. Of course, if you can find a Riggerdeckermageface floating around…
~J |
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Aug 21 2007, 07:29 PM
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#4
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...only if I can use the optional Powerful Character Generation rules in MrJ'sLBB :grinbig:
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Aug 21 2007, 08:25 PM
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#5
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Moving Target Group: Members Posts: 976 Joined: 16-September 04 From: Near my daughters, Lansdale PA Member No.: 6,668 |
It depends on the run and the opposition.
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Aug 21 2007, 09:17 PM
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#6
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Mage. Decker is honestly pretty limited utility. Mage is essential, however, since if you don't have your mage the whole team is easy to magic to death. The mage is a much bigger gap in your game plan than the decker.
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Aug 21 2007, 09:24 PM
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#7
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Moving Target Group: Members Posts: 775 Joined: 31-March 05 From: florida Member No.: 7,273 |
i have to agree with DLN and add that it also depends on the makeup of the rest of the team. for instance, the group that i ran with in DFW we had 2 phys ads, 1 Street sams and a electronics expert/face and occaisionally we had a mage, but usual aspects of the missions magic side we could use the phy adepts with a major weapon focus, (Thank you force 5 Broadsword) and the electronics side, we all had fairly decent vehicle and weapons skills and the electronic tech handled the data recovery by pulling the hard drives or installing a tap link and then having an exterior NPC decker do the recovery. honestly theres ways around both
for SR4, i would say take the mage, anyone can hack now |
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Aug 22 2007, 02:53 AM
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#8
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Without knowing either the composition of the rest of the team or their mission, there really isn't enough information to make an informed choice. I would agree with the consensus that the mage would be better 9 times out of 10 in SR4.
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Aug 22 2007, 03:32 AM
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#9
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Horror Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 |
Much as I, the pentultimate deck-wanker, hate to admit it...
9 for 10 in ordinary situations, the mage. Of course... Just get a mage who's Initiated once and has the extra Magic die that can safely allow Essense to be reduced. Bam, a Deckermage. He can spend his cash upgrades on his commlink, and his karma for his magery, once he's gotten his hacking DP up nice and pretty. |
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Aug 22 2007, 04:28 AM
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#10
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Moving Target Group: Members Posts: 225 Joined: 13-July 07 Member No.: 12,235 |
I've always loved mages, always played with 'em whenever I got the chance, regardless of what game I was playing, but in a game like Shadowrun where there's so much cool potential in the Matrix, it's a pity that deckers aren't, y'know...better. Or rather, mages should probably be nerfed a little, but alas. Unless you're doing a datasteal run, the mage is the correct choice.
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Aug 22 2007, 05:26 AM
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#11
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...I love mages too, usually when they were in the sights of my Walther 2100
--Jill :ic: |
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Aug 22 2007, 06:10 AM
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#12
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Was that supposed to be English?
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Aug 22 2007, 06:40 AM
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#13
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...[fixed] Thanx for catching that. Didn't run it through Word first like I usually do. |
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Aug 22 2007, 07:23 AM
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#14
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Hack isn't that demanding points wise, whereas mage is though. I mean, you can really be a hacker/face/investigator. This post has been edited by Cthulhudreams: Aug 22 2007, 07:29 AM |
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Aug 22 2007, 07:35 AM
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#15
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Thanks for the 4th edition input. Please note the use of the term decker by the original poster. Deckers do eat up some resource points when purchasing their cyberdeck and programs. It is pretty much a given that in 4th edition anyone can hack, but only the select few get to use magic. :S :rotate: :wobble: :spin: :S |
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Aug 22 2007, 09:25 AM
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#16
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Moving Target Group: Members Posts: 219 Joined: 26-April 02 From: Emerald City, Oz Member No.: 2,648 |
Having not made the jump to 4th ed, this is my 3rd ed view:
For recon, healing, and mobility you cannot beat having a well rounded mage on the team. On the other hand, having a competant decker on matrix overwatch throughout a run can be a lifesaver. My recommendation: Take the decker, and cultivate a bear or snake shaman contact at level 2 or above to cover the healing. |
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Aug 22 2007, 09:35 AM
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#17
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
3rd ed: Otaku on overwatch, combat decker to do off-line systems, mage for just about everything else.
4th ed: Mystic adept hacker. |
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Aug 22 2007, 02:28 PM
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#18
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Snakehandler Group: Dumpshocked Posts: 7,454 Joined: 28-April 06 From: London, England Member No.: 8,508 |
Mage - gotta have it.
In SR4, it's ALL those spellcasting dice thrown by the bad-guy mage vs. your Willpower and NOTHING ELSE if you don't have a good counterspeller. Plus, hacker and his sprites useful against any opposition with tech. More the opfor tech, the more useful. Mage and spirits useful agains ANYONE, whatever the environment or opfor tech level (okay, there are mana ebbs and all that, but that's picking nits). |
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Aug 22 2007, 02:59 PM
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#19
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The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
In SR4 a mage that can summon Task Spirits will be able to handle the matrix operations. And that's just one way for the Matrix stuff to get covered.
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Aug 22 2007, 04:16 PM
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#20
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...only if she took the 1,1,1 physical attribute option (for all 8s in her mental Attributes) has the Natural Hardening Edge, one submersion grade (to have the Neurofilter echo), and is in hardened warded bunker far away from any gunfire or offending spells |
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Aug 22 2007, 09:16 PM
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#21
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Target Group: Members Posts: 91 Joined: 25-July 07 Member No.: 12,356 |
Since we've already ruled in the fact fourth edition fux0red up the use of Hackers and made them pointless, hows about we focus on third edition? Hrmmm, I really do like the input, but here's a situation.
You've meet with the Johnson and he's offered you one hell of a pay. Theres only one problem, you have no idea what's going to go down. Only that you must break into an Ares Complex and retrieve.....something. You don't know what it is or how you're supposed to get it. The only help he offers is a map of the complex with a red dot where the object is supposed to be, fourth floor in the center of the complex. Theres a catch though, for some reason you can only take one person, and they have to be one of his own men. A cybered out Combat Decker or a Mage with a long list of spells, most of which force six and specialized in combat. Which do you choose? If you were stupid enough to take this mission, which would you choose? |
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Aug 22 2007, 09:28 PM
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#22
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The mage, because SR3 spirits can't disable bomb vests. I would, of course, require the character in question to wear a vest loaded with enough explosives to level Rhode Island, set to explode if I am neutralized and which can be exploded manually if I get pissed off enough.
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Aug 23 2007, 02:39 AM
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#23
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Moving Target Group: Members Posts: 219 Joined: 26-April 02 From: Emerald City, Oz Member No.: 2,648 |
The Decker. Its one of Mr. Johnson's men, who will have an agenda all of his own, and not necessarily one in the best interests of the shadowrunners. The combat decker is limited to the same real world limitations of the rest of the team. A mage would be far too much of a wild card for any sane team to work with.
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Aug 23 2007, 07:27 AM
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#24
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Bushido Cowgirl Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...I agree with Wargear.
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Aug 23 2007, 08:14 AM
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#25
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Free Spirit Group: Dumpshocked Posts: 3,944 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
So you choose the decker because the mage is too powerful? |
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