is encephalon really worthwhile? |
is encephalon really worthwhile? |
Mar 11 2010, 04:32 PM
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#76
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Moving Target Group: Members Posts: 337 Joined: 1-September 06 From: LI, New York Member No.: 9,286 |
* 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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Mar 11 2010, 04:48 PM
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#77
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
* 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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Mar 11 2010, 04:57 PM
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#78
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Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
I thought the maglock passkeys were a simple device check? ie passkey vs lock roll?
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Mar 11 2010, 05:17 PM
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#79
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Mar 11 2010, 05:27 PM
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#80
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Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
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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Mar 11 2010, 06:14 PM
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#81
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Moving Target Group: Members Posts: 388 Joined: 30-July 09 From: Charlotte, NC Member No.: 17,452 |
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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Mar 11 2010, 09:14 PM
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#82
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
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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Mar 11 2010, 09:32 PM
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#83
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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Mar 11 2010, 10:26 PM
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#84
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Runner Group: Dumpshocked Posts: 2,801 Joined: 2-September 09 From: Moscow, Russia Member No.: 17,589 |
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Mar 11 2010, 10:29 PM
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#85
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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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Mar 11 2010, 10:34 PM
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#86
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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Mar 11 2010, 10:49 PM
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#87
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Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
F6 Deflection spell. Instant boost to dodge (IMG:style_emoticons/default/wink.gif)
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Mar 11 2010, 11:10 PM
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#88
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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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Mar 11 2010, 11:15 PM
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#89
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Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
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Mar 11 2010, 11:46 PM
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#90
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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Mar 12 2010, 12:05 AM
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#91
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Runner Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
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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Mar 12 2010, 01:31 AM
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#92
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Running Target Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 |
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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