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> Matrix Mechanic: Attribute + Skill +Program, Plus: What colour is your node?
Ryu
post Jan 5 2008, 10:54 AM
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A matrix mechanic has two opposite goals to consider:
- low ratings have to provide some utility, else everyone is buying the best stuff

- PCs still need to have a solid shot at high-end systems, and least at the top end of the power scale


The basic idea is using the standard mechanic of attribute+skill. I would like to determine the result of any action with one roll, so I went with node ratings as thresholds in the next step. An analysis of possible dice pools reveals the problem with that approach:

- a somewhat gifted person (Logic 4, Hacking 3) has 7 dice, 9 in hot VR. Some chances against rating 3, thats about it

- dedicated PCs might have (Logic 7, Hacking 6), possibly with encephalon (+2), and therefore some 15 dice, 17 in VR. The high end extends a bit farther, but this is already pretty dedicated.

As any hacking attempt needs several rolls, you need something more than (usual threshold*3) dice to reliably beat a system.


I´m currently pondering the solution of adding the program rating in question to the number of dice a character has, limited by basic! skill rating. Assuming any hacker will have the best program ratings he can use, you basically double the number of dice from skill. The hackers above get dice pools of 10 respectivly 19 (without hot VR). This should fit nicely with thresholds of 3-6, given mostly by Firewall, System and Encryption.

Any opinions on how this will be balanced? Should I (additionally) limit hits by program rating?
Regardless of your interest in changeing RAW rules, would you like to play in such an environment? I´m assuming logic 6 or 7 and hacking 4 for most starting hackers, resulting in some 15 dice.



Next, we used to have system codes like Blue/Green/Yellow/Red, indicating the general hardness of the system. The Kid reminded me of those, and I want to incorporate them. How about the following:
- each System has a colour code in addition to its rating.
- the colour code results in a price multiplier for the System.
- the colour code modifies the dicepool of a would-be attacker.

Possible way to do it:
Colour/Price/DicePools
Blue 0.5 +2
Green 1 +0
Yellow 2 -2
Red 3 -4

Again, what do you think? This is an easy point to change hacker dicepools (much).
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Cthulhudreams
post Jan 5 2008, 11:17 AM
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Unless you charge the thresholds this just makes everyone's dice pools way huger so they score bigger hits.

Can I suggest changing the dice pool penalties of the systems to between -3 to -9 to fix this issue? That keeps the pool size(s) the same so you don;t have to change the tresholds.

That said it still doesn't work for the outside of a system programs like sniffer.
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Ryu
post Jan 5 2008, 11:45 AM
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That is the basic idea, I up the number of hits people will have so they can tackle higher thresholds on not-extended tests. A rating 3 node is and should be (IMO) easy prey for a dedicated, augmented hacker, while script kiddies need no longer apply. Does the number of dice disturb you?

There still is the issue of IC, which I would like to do connection-limited like Frank did, and the effect of a system going on alert.
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Cthulhudreams
post Jan 5 2008, 12:33 PM
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I was just thinking that there are lots of applications where you are not tackling a node. Say, sniffer.

To perform an Intercept Wireless Signal action, make an
Electronic Warfare + Sniffer (3) Test.

I now get my logic added to that? I'm going to succeed every time, as opposed to 'usually'

Thats what through me. Lots of that style of actions.


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Ryu
post Jan 5 2008, 01:11 PM
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Ah ok, I see now! All fixed thresholds need an increase, thats for sure.

How about an across the board +1, as someone with rating 3 skill gets up to +3 dice from program?
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Aaron
post Jan 5 2008, 03:06 PM
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One thing about using three ratings to build a pool is that it's far easier to make everything into Success Tests rather than Opposed Tests. For example, a Matrix attack could be a Logic + Cybercombat + Attack (target's Firewall) Test, and still be a fair simulation.
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Karaden
post Jan 5 2008, 04:01 PM
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I think your underestimating the DP that people can bring to bear on a hacking test.

I think that logic 7 + skill 8 (using specilty) + MathSPU 2 + program 6 + Vr 2 + some other bonus of 2 is not beyond a dedicated starting hacker. That gives a rather large pool of 27. Now, average that out and you can expect this person to break into a threshhold 7 Red server a decent amount of the time. Maybe that is the level you want the person at, but I just want to point out that I think you are underestimating the skill that most dedicated hackers are going to have.
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Buster
post Jan 5 2008, 10:28 PM
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QUOTE (Karaden)
I think your underestimating the DP that people can bring to bear on a hacking test.

I think that logic 7 + skill 8 (using specilty) + MathSPU 2 + program 6 + Vr 2 + some other bonus of 2 is not beyond a dedicated starting hacker. That gives a rather large pool of 27. Now, average that out and you can expect this person to break into a threshhold 7 Red server a decent amount of the time. Maybe that is the level you want the person at, but I just want to point out that I think you are underestimating the skill that most dedicated hackers are going to have.

It's true that a "starting" character has those kinds of dice pools, but in Shadowrun a starting character is a maxed out veteran specialist. A character with 300 karma is going to have the exact same dice pool as you described because it's the absolute max-out in the game.
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Karaden
post Jan 5 2008, 10:38 PM
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I don't know about that. I can get a character well over 30 dice using this system.
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Buster
post Jan 6 2008, 04:11 AM
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QUOTE (Karaden)
I don't know about that. I can get a character well over 30 dice using this system.

Got a build?
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Karaden
post Jan 6 2008, 04:29 AM
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QUOTE (Buster)
QUOTE (Karaden @ Jan 5 2008, 05:38 PM)
I don't know about that.  I can get a character well over 30 dice using this system.

Got a build?

Sure. Mind this is with a bit of after Character Creation added in, and I'll only include the relevent stuff.

Logic 8(11)
Obtained by base 6 for human, genetic optimization logic, exceptional attribute logic, and ceribral booster 3.

Hacking 7, exploit specility (9)
Aptitude to be able to raise the skill to 7.

Program 6
No problems here.

PuSHeD 1
+1 DP on all logic based tests.

Neocortical Nanties 3
+3 DP on all logic based tests.

MathSPU
+2 DP on encryption based tests (Which you said encryption is part of the defences, so should be included)

Enchephalon 2
+2 on the hacking test.

VR +2


So, that is:
Logic 11 + Skill 9 + Program 6 + PuSHeD 1 + Neocortical 3 + MathSPU 2 + Enchephalon 2 + VR 2 = 36 dice. Also note that if you really wanted you could trade aptitude for codeslinger. Which would actually raise it to a DP of 37 (-1 for skill decrease + 2 for codeslinger)

Now, I admit that this requires a large investment, but is quite possable. Heck, I think I could actually get all but the Cerebral Booster 3 with a starting character. May not be the best shakes at things outside the matrix, but heck, he can get into a threshold 10 red system most of the time, and could actually -buy- his way into a threshold 8 red system.
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Sponge
post Jan 6 2008, 04:57 AM
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QUOTE (Karaden)
Neocortical Nanties 3
+3 DP on all logic based tests.

QUOTE (Augmentation)

...as long as the character is able to concentrate on the problem at hand without major distractions or encroaching stressful situations (such as ... hacking an ultra-secure system)

So just when you actually need those extra 3 dice, they don't help you.


DS
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Karaden
post Jan 6 2008, 05:08 AM
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QUOTE (Sponge @ Jan 5 2008, 11:57 PM)
QUOTE (Karaden)
Neocortical Nanties 3
+3 DP on all logic based tests.

QUOTE (Augmentation)

...as long as the character is able to concentrate on the problem at hand without major distractions or encroaching stressful situations (such as ... hacking an ultra-secure system)

So just when you actually need those extra 3 dice, they don't help you.


DS

I would figure that if the character is good enough to get 36 dice on a test, he is good enough to remain calm under -any- cercumstances on that test. Sure, a threshold 8 or 9 is ultra secure to some people, but to him it is just a light workout.

Even if it is something that is secure to him (like threshold 12 or 13 or something) I would still think he is professional enough to keep his head. At worse he should get a composure test. And given that
QUOTE (SR4 p130)
Composure is a Willpower + Charisma Test, with a threshold
based on the severity of the situation (keeping in mind how
oft en the character has faced similar things in the past). Certain
situations are bound to become routine to shadowrunners (getting
shot at, attacked by a angry spirit, or seeing the remains of a
ghoul’s meal); in these cases, gamemasters should no longer ask
for composure tests.


I would think it very resonable to say that as an experienced hacker, a high security system would just be run of the mill for him, and thus the composure test would not be required. Even if you want to go and take that out he still has 33 dice and has a good shot at threshold 10 red systems.
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Cthulhudreams
post Jan 6 2008, 06:02 AM
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The benefit of the logic + skill limited by program rule is that it doesn't chance the dicepool sizes much, and if you go nuts you're still capped to 6 hits - so your not getting much benift past 20 dice. If you read the end of franktrollman's thread on alt matrix rules he goes over something much like this and indicates the problem.

But, I do like the option, its a bit less GiTS thank franks system, so it would be nice to see it grow wings and fly.

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Ryu
post Jan 6 2008, 11:48 AM
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Thanks all!

And that bit on max. DP sizes is very important Karaden! I do not own a copy of augmentation personally yet (decided to buy the german edition once it comes out), so many of those options are unfamiliar. Thanks for checking all those pages!

I´m now sure that Cthulhudreams is right and the cap has to stay.

Generally, I consider a char with maxxed hacking skill, hacking-centered augmentation and appropiate specialisation so far "out there" that breaking into Red-7s is indeed par for the course. For all others, buying two groups at 3 or 4, plus some supporting ware, is already a large chunk of BP to put into one area. Maybe DP boni from ware should be limited to skill, too? Or one could limit max. DP size to four times basic skill?

It is very easy do up the Colour Code Mods to 0/-2/-4-/-6, or even higher. I´ll leave fine-tuning that for the beta-stages, after IC and alert stages are developed.
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The Red Menace
post Jan 6 2008, 03:49 PM
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I have to say, I do dig your color code idea. Very creative.
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Karaden
post Jan 6 2008, 04:05 PM
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QUOTE (The Red Menace)
I have to say, I do dig your color code idea. Very creative.

You never played SR3 before? That was the standered back then.
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Jaid
post Jan 6 2008, 04:20 PM
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i have found that the matrix change i like most is actually moon-hawk's.

attribute + skill, you are assumed to have all programs available to you at a rating equal to your commlink's response (in the event that rating even matters), and commlinks have their cost multiplied by the response rating. you get a penalty to your dice roll for not having a given program running should you try to take action without loading it (the penalty is a standard one for not having appropriate tools iirc).

doesn't change dice pool sizes at all, doesn't require changing any other thresholds in the game really. requires some minor changes to technomancers (iirc they pay 3 BPs per complex form, and can thread to reduce the penalty for not having the CF or to simply give a bonus to using the CF). i think that was pretty much it.
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Karaden
post Jan 6 2008, 04:31 PM
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I remember that one. I argued debated in that one quite a bit. I think it was actually a fairly decent system. I initally didn't like taking out the programs, but I suppose it ends up working out quite well. Don't remember if/how custom commlinks where delt with.
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Ryu
post Jan 6 2008, 04:59 PM
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Yeah, I like his system, too. I had previously opened a thread about another part of my alternative matrix system, and have considered some of his ideas.

Without my dislike of some other elements of the matrix rules I´d even have adopted his system and be done with. IE, should I not be able to find an adequate idea for SOTA rules, ratings=response is so in my rules...

What I want to do:
- introduce SOTA rules so anyone not able to maintain high-end ratings will pay through the nose = advantage to the hacker
- remove all extended tests for tasks were you are supposed to fail occasionally
- improve encryption (success test is a given) by considering the kind of password used and the amount of data encrypted (money transfer = little data over time= super-effective), and with that remove the constant SIN integrity checks the whole world has going on
- rework what IC can do (based on Franks idea of "multiples don´t help")


And yeah, the colour code idea is quite old and definitly not mine. I gave credit even for the reminder, The Kid meaning Kyoto Kid ;)


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Moon-Hawk
post Jan 7 2008, 10:07 PM
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QUOTE (Ryu)
- remove all extended tests for tasks were you are supposed to fail occasionally
- improve encryption (success test is a given) by considering the kind of password used and the amount of data encrypted (money transfer = little data over time= super-effective), and with that remove the constant SIN integrity checks the whole world has going on

Wow, so much love. :love: Thanks everybody.

Speaking of this, my favorite fix for easy encryption was from an old thread. (another of mine, actually) Here.
The issue is, SR encryption is way too lenient, even with the standard limit on extended tests. But realistic encryption makes for an un-fun game.
The gist of it was thus: An extended test with a variable interval. The first test takes 1 action. The second roll takes 1 turn. The third roll 1 minute. The fourth roll takes 1 hour. The fifth takes 1 day. And so on.

It works out such that anytime a hacker with skills, attributes, programs, etc of X is up against a system with programs rated at X, breaking the encryption takes roughly a minute. This is roughly true whether you're dealing with a relative n00b with a crappy comm trying to break the equivalent of a Windows password, and is also roughly true for the mega-awesome-super-hacker trying to hack the scary megacorp research net.
It's definitely enough to slow you down, but leaves hacking highly possible and keeps hackers playable. As the hacker's ability far outshines the systems, breaking encryption tends toward the near-instant SR standard. (Nova-hot deck vs password: "password". Idiot.) Whereas when a hacker is faced with encryption with generally higher ratings than his own it takes so long that it either isn't useful, or can't be done at all. On the whole, it's still generally more generous than a realistic encryption, but not such a pathetic speed bump as regular encryption.
I will say, though, I thought of this before Augmentation, so between all the cool hacking stuff in there, plus the already present +2 for hot sim, what I previously estimated as "roughly equal" now favors the hacker somewhat, so this system may need a tweaking of the time intervals to get this to work out.

Oh, and I love Frank's reasoning preventing multiple IC/Agents.
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Ryu
post Jan 7 2008, 10:30 PM
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I advanced my conept today, much.

I have changed to an attribute+skill+knowledge skill, with program ratings limiting net hits.

The knowledge skills are named XXX Familiarity, with XXX being either a program or a group of programs. For some things general knowledge skills are used instead.

Thus, I have being a hacker more exclusive because you have to learn more skills. On the other hand programs become basically free, reducing the required BP for resources.


On Encryption, I have given threshold modifiers for more difficult kinds of password. Credsticks are back and extremly secure, because they are passkeys with automatic encryption for the money transfer (Threshold 9 to break into, while needing decryption 6 running. Nothing to speak of the defenses inside that Bank server - credstick PAN. While it can be done, it is sufficiently out there to allow for belief in a matrix payment system.
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Moon-Hawk
post Jan 7 2008, 10:38 PM
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QUOTE (Ryu)
Thus, I have being a hacker more exclusive because you have to learn more skills.

As, see, I think we have different goals for hackers. :)

I like your encryption ideas, though.
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Cthulhudreams
post Jan 7 2008, 10:38 PM
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You still need to do something about agents and pilot programs as well, even if you hit agents with the nerf bat the fact you can make a perfectly effective rigger that has no technical skills himself aside from 'fix' the spell is insane. Don't let that fly.

I'd do what he's done to agents - lock them up in a system, though that requires you defining how systems interact better, and ban all applications of pilot that entail a program that isn;t for moving or shooting guns.

Edit: I disagree with your change to skill pools on the basis that it locks hackers into spending their knowledge skills on being a better hacker as opposed to something to round out the concept.
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Ryu
post Jan 7 2008, 10:44 PM
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QUOTE (Moon-Hawk @ Jan 8 2008, 12:38 AM)
QUOTE (Ryu @ Jan 7 2008, 05:30 PM)
Thus, I have being a hacker more exclusive because you have to learn more skills.

As, see, I think we have different goals for hackers. :)

I like your encryption ideas, though.


There are knowsofts... while a real hacker will have the skills in the meat, everybody may enter the playing field.
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