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> is encephalon really worthwhile?
Mikado
post Mar 11 2010, 04:32 PM
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QUOTE (McCummhail @ Mar 11 2010, 10:49 AM) *
* How is it that intuition, the things that sets humans apart from powerful calculators, does not factor into the rules for hacking in any capacity?
Computers are much more capable than humans in making calculations and binary decisions. However, even the advanced fuzzy logic (according to in game text) does not compare to metahuman intuition.
Is there no place for a perceptive, intuitive hacker (as opposed to a reclusive savant)?

I would place Intuition as the TM's needed hacking stat due to the descriptions in the book of TM's intuitive understanding of the underlying code of the matrix while regular hackers would be logic. Think of it like Hermetic and shaman mages.
*Yes, I know TM's can have different drain stats based on Paragon paths but that is more of an ideology of what the matrix is not innate responses to make it do what you want it to do.
**Not that I want to add more complexity to the situation...
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Draco18s
post Mar 11 2010, 04:48 PM
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QUOTE (McCummhail @ Mar 11 2010, 10:49 AM) *
* SR4 design seems to encourage everyone to have an active interest in matrix activity and be capable of handling the base level of modern computing. Linking Hacking more closely to Logic makes being capable in the matrix an exclusive sector again (No standard race gets a bonus to logic and some instead have penalties).
This may be what you are after, but it is worth being aware of.


OTOH, how often do you see your mage and sammy buying hacking programs? Without them you cannot hack the matrix, ever, period. The sam's method of hacking is to kill the unconscious meat puppet wired up in the server room ("Look guys, no more security spider!") and the mage just lobs lightning bolts at anything that moves ("Hehehe, take -2, sucker!").

Picking locks? Sammy might buy a maglock passkey, but having neither skill nor logic (or "not enough") he just hands it over to the hacker (happened in the game I'm in, the Logic 5, Hardware 1 infiltrator had more dice to hacking the lock than the sniper did with the passkey--guess who got a free R3 passkey?).
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X-Kalibur
post Mar 11 2010, 04:57 PM
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I thought the maglock passkeys were a simple device check? ie passkey vs lock roll?
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Draco18s
post Mar 11 2010, 05:17 PM
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QUOTE (X-Kalibur @ Mar 11 2010, 11:57 AM) *
I thought the maglock passkeys were a simple device check? ie passkey vs lock roll?


AFB. We might be running it wrong or using a different piece of hardware. In any case, I still spent 2 edge (of four, and I was already down 1) in that session using it.
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X-Kalibur
post Mar 11 2010, 05:27 PM
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Quote page 255 SR4 (not A, no PDF for that yet)

CARDREADERS verify the authenticity of swipe cards or RFID proximity cards. They can be defeated using the method as for keypads - by removing the case and tampering with the works. Maglock passkeys (p. 326) may also be used to defeat cardreaders, and don't require breaking the case open. If a valid keycard is acquired, it can be copied with a keycard copier (p. 326) in order to create a forged keycard. Make an Opposed Test between the passkey/forged keycard rating and the maglock rating. If the passkey/forged keycard wins, the maglock opens.

Quick annotation for earlier, breaking open the lock is a hardware + logic test vs 2xlock rating - 1 CT, extended test, with an additional hardware + logic test to beat any tamper system which can be rated 1 - 4.
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McCummhail
post Mar 11 2010, 06:14 PM
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QUOTE (Draco18s @ Mar 11 2010, 11:48 AM) *
OTOH, how often do you see your mage and sammy buying hacking programs? Without them you cannot hack the matrix, ever, period. The sam's method of hacking is to kill the unconscious meat puppet wired up in the server room ("Look guys, no more security spider!") and the mage just lobs lightning bolts at anything that moves ("Hehehe, take -2, sucker!").

As personal experience tends to widely vary, I don't see it as that great of a qualifier. However, the last game I played in, multiple characters were hacking capable, and all but one player could participate.
4 players with 1-2 agents a piece can strip a node of its valuable bits as fast as a ghetto chop-shop on a fly set of wheels.

To bring it back around. The lead hacker (encephalon equipped) handled the heavy lifting.
In that case, the encephalon was quite useful.
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Karoline
post Mar 11 2010, 09:14 PM
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QUOTE (McCummhail @ Mar 11 2010, 01:14 PM) *
As personal experience tends to widely vary, I don't see it as that great of a qualifier. However, the last game I played in, multiple characters were hacking capable, and all but one player could participate.
4 players with 1-2 agents a piece can strip a node of its valuable bits as fast as a ghetto chop-shop on a fly set of wheels.

To bring it back around. The lead hacker (encephalon equipped) handled the heavy lifting.
In that case, the encephalon was quite useful.


Well, if they were using agents for their muscle, then a change to logic based hacking wouldn't really effect anything. Granted they wouldn't be able to help out (much) by being passed a rating 6 hacking program, but I don't really have a problem with that. You can't pass the hacker a rating 6 gun and have her be suddenly amazing in combat, or rating 6 "Can't touch me now" to give an instant boost to dodge.
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Mordinvan
post Mar 11 2010, 09:32 PM
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QUOTE (Brazilian_Shinobi @ Mar 10 2010, 11:03 AM) *
I like the idea. Add two extra hits for everything sounds like a good (starting) rule?

That would always asume rating 6 programs. It would be better to add 50% rounded down of the previously required hits.
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Fatum
post Mar 11 2010, 10:26 PM
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QUOTE (Draco18s @ Mar 11 2010, 07:48 PM) *
OTOH, how often do you see your mage and sammy buying hacking programs? Without them you cannot hack the matrix, ever, period.


Them Chaos mages, omae, them Chaos mages.
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Mordinvan
post Mar 11 2010, 10:29 PM
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QUOTE (LurkerOutThere @ Mar 10 2010, 08:22 PM) *
Magician needs 1 hit to get a spell off regardless of force. Hacker needs anywhere from 1-7 to get onto a base system as a user and the numbers could be as high as 9 or 12 if they want any decent level access. Magicians hits on rolls are uncapped, it's comparing apples to oranges in a very real sense.


Replace that with "net hit" and if you're casting a physical illusion, you actually need like 5 or more.
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Mordinvan
post Mar 11 2010, 10:34 PM
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QUOTE (Karoline @ Mar 11 2010, 02:14 PM) *
rating 6 "Can't touch me now" to give an instant boost to dodge.

There is Move By Wire, but its expensive in every sense of the word, and not exactly transferable.
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X-Kalibur
post Mar 11 2010, 10:49 PM
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F6 Deflection spell. Instant boost to dodge (IMG:style_emoticons/default/wink.gif)
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Mordinvan
post Mar 11 2010, 11:10 PM
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QUOTE (X-Kalibur @ Mar 11 2010, 03:49 PM) *
F6 Deflection spell. Instant boost to dodge (IMG:style_emoticons/default/wink.gif)

Ok, so your solution is cheaper, and only needs a few Karma, and a sustaining focus.
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X-Kalibur
post Mar 11 2010, 11:15 PM
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QUOTE (Mordinvan @ Mar 11 2010, 03:10 PM) *
Ok, so your solution is cheaper, and only needs a few Karma, and a sustaining focus.


But it can be used to make a sammy sporting MBW nigh untouchable, doesn't even necessarily require a sustaining focus.
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Mordinvan
post Mar 11 2010, 11:46 PM
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QUOTE (X-Kalibur @ Mar 11 2010, 04:15 PM) *
But it can be used to make a sammy sporting MBW nigh untouchable, doesn't even necessarily require a sustaining focus.


I think I just threw up in my mouth a little.
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X-Kalibur
post Mar 12 2010, 12:05 AM
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oh, I was going easy. Add in a F6 invisibility spell which acts as a negative modifier to the attack, and add in the fact that the sam gets the benefit of the mage's counterspell provided they are within LOS.
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Mordinvan
post Mar 12 2010, 01:31 AM
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QUOTE (X-Kalibur @ Mar 11 2010, 05:05 PM) *
oh, I was going easy. Add in a F6 invisibility spell which acts as a negative modifier to the attack, and add in the fact that the sam gets the benefit of the mage's counterspell provided they are within LOS.


I was also thinking some form of limited divination spell to grant bonus dice to dodge, or an improved dodge skill spell
either way I did the math and even without those I saw getting 30 dice into an active dodge attempt happening without too much of a stretch
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