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> Technomancer Riggers, No 6 Resonance for you!
Miri
post Aug 3 2011, 06:09 PM
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So the rules for the Living Persona specifically say it acts as a commlink with stats based off your mental attributes and a hot sim capable sim module. But if that Technomancer wants to be a Rigger (with bonuses) he immediately has to sacrifice the ability to start the game with 6 resonance by installing a 0.5 essence cost Control Rig.

At a Missions table at a Con where the rules have to be used exactly as written to keep things from getting out of hand houserule wise I can understand that. But what about at your home tables? Do you allow TMs who have a closer tie to the Matrix then any Decker or Hacker could have to have get the Control Rig bonuses without having to implant one (ie: let the Living Persona mimic it like it does the sim module and commlink)? If so, do you let them mimic anything else like Image Link or Simsense booster?

Yes I can see that Unwired has the Immersion Echo, but why is it a +1 bonus that can be taken twice (making it extremely expensive Karma wise) instead of a +2 bonus taken once?
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Yerameyahu
post Aug 3 2011, 06:23 PM
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Because it's better than the control rig, stacks with it, and no rigger *needs* it.
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Sengir
post Aug 3 2011, 06:38 PM
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QUOTE (Miri @ Aug 3 2011, 06:09 PM) *
So the rules for the Living Persona specifically say it acts as a commlink with stats based off your mental attributes and a hot sim capable sim module. But if that Technomancer wants to be a Rigger (with bonuses) he immediately has to sacrifice the ability to start the game with 6 resonance by installing a 0.5 essence cost Control Rig.

Nobody is forced to take that +2 bonus, so if a player decides to forego a point of Resonance for implants, he'll have to pay for it.

QUOTE
Do you allow TMs who have a closer tie to the Matrix then any Decker or Hacker could have to have get the Control Rig bonuses without having to implant one (ie: let the Living Persona mimic it like it does the sim module and commlink)? If so, do you let them mimic anything else like Image Link or Simsense booster?

TMs have an integrated Sim Module, no need for an Image Link (IMG:style_emoticons/default/wink.gif)

As far as having other implants as CFs are concerned, I'd only allow it if one could conceivably write a program to do the same thing. For example, a program which records all data fed into the machine it runs on is sensible so there is a Simrig CF. However, you can't really write a program which executes orders faster than they'd normally would, so no Simsense Booster or Control Rig as Complex Form.
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Blitz66
post Aug 3 2011, 06:55 PM
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http://forums.shadowrun4.com/index.php?topic=4352.0

UmaroVI doesn't agree that Resonance 6 is impractical for a dronomancer, but mandatory, apparently. Frankly, to me, the numbers presented speak for themselves. Screw 'ware. You don't NEED anything other than your MurderThoughts to be the juggernaut of the Matrix.

MurderThoughts is a trademark of CanRay.
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Hida Tsuzua
post Aug 3 2011, 07:14 PM
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QUOTE (Blitz66 @ Aug 3 2011, 07:55 PM) *
http://forums.shadowrun4.com/index.php?topic=4352.0

UmaroVI doesn't agree that Resonance 6 is impractical for a dronomancer, but mandatory, apparently. Frankly, to me, the numbers presented speak for themselves. Screw 'ware. You don't NEED anything other than your MurderThoughts to be the juggernaut of the Matrix.

MurderThoughts is a trademark of CanRay.


The reason why is that resonance is the hard cap on your threading and increases your ability to resist fade (the true limiter on how high you can thread). Since you're paying a ton of points for the ability to thread (the reason to be a technomancer besides sprites), you want to use it for all it's worth. Effective technomancy has you aim for the best fade resist you can get so you can thread program ratings way higher than any hacker (ideally 12 at creation).

The other thing is that jumping in is a terrible way to rig especially for a technomancer. Since command rigging uses command for everything, you get the normal +2 hot sim VR bonus like jumping in along with the crazy high rating Command program. Would you rather have Command 10-12 + skill + 2 hot sim or Drone Response/Signal 3-6 (not higher than 6 without trying hilarious amounts of cash) + skill + 2 hot sim + 2 control rig? These also doesn't factor in codeslinger (Command Device) for another possible +2 to command.
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Sengir
post Aug 3 2011, 07:16 PM
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Obviously, if you use Command munchkinism there's no need to jump in and hence nothing to be gained from a Control Rig (IMG:style_emoticons/default/wink.gif)
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Yerameyahu
post Aug 3 2011, 07:19 PM
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Exactly, Hida: jump-in Technomancers are *already* crap at it, compared to their alternatives.
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Miri
post Aug 3 2011, 07:36 PM
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QUOTE (Blitz66 @ Aug 3 2011, 12:55 PM) *
http://forums.shadowrun4.com/index.php?topic=4352.0

UmaroVI doesn't agree that Resonance 6 is impractical for a dronomancer, but mandatory, apparently. Frankly, to me, the numbers presented speak for themselves. Screw 'ware. You don't NEED anything other than your MurderThoughts to be the juggernaut of the Matrix.

MurderThoughts is a trademark of CanRay.



*replaces keyboard* Well damn.. and to think.. I named my Dronomancer RC as in Remote Control..

Why in the world would anyone ever WANT to jump into a drone given all this..
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Hida Tsuzua
post Aug 3 2011, 07:57 PM
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QUOTE (Sengir @ Aug 3 2011, 08:16 PM) *
Obviously, if you use Command munchkinism there's no need to jump in and hence nothing to be gained from a Control Rig (IMG:style_emoticons/default/wink.gif)


Is it even munchkinism? I mean buying Command 6 with optimization 2-3 isn't that hard to do nor unusual. That alone makes you as good as a jumped in rigger with a control rig without worrying about feedback damage nor having to upgrade the response and signal of a non-military drone. That said, with a lot of work and money, you can make jumped in mundane riggers work. But the amounts you'll need are quite high except in the richest of games.

And Yerameyahu, yeah I know I'm not the only or the first to say it. I'm just another singer who sings Dirge for the Rigger.
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Sengir
post Aug 3 2011, 08:21 PM
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QUOTE (Hida Tsuzua @ Aug 3 2011, 07:57 PM) *
Is it even munchkinism?

Using interpretations like "I can reroll Threading until I get 6+ successes" certainly is.
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UmaroVI
post Aug 3 2011, 08:27 PM
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No, even if you houserule Infinity Threading away, RC riggers are still way better than jumped-in riggers. Also, unless you have a lot of magical and mundane healing onhand, you don't really want to be keeping that many successes anyways because you have to soak the fade. The idea is to just thread 2-3 points most of the time, and use Assist Operation for important stuff, not to overthread yourself into 6P every time you want to do anything.

In point of fact, even mundane riggers are better off remote controlling than jumping in. It really has nothing to do with Infinity Threading.
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Hida Tsuzua
post Aug 3 2011, 08:32 PM
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QUOTE (Sengir @ Aug 3 2011, 09:21 PM) *
Using interpretations like "I can reroll Threading until I get 6+ successes" certainly is.


Even without infinity threading, the points still stand. Resonance now factors into the now important threading roll as well. You'll be rolling at least 12 dice (Resonance 6 + Software 4 + Analytic Mind 2) for 4 hits on average for Command 10. That's still more than enough to beat jumped in riggers as I point out before Command 6 is enough to make it debatable.
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Sengir
post Aug 3 2011, 09:01 PM
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QUOTE (Hida Tsuzua @ Aug 3 2011, 09:32 PM) *
Even without infinity threading, the points still stand.

But at that point it's only poor rules design and not obvious munchkinism
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Warlordtheft
post Aug 3 2011, 09:06 PM
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Also TMs get a +2 to their dice while hot simmed. Kind of negates not having the rigger control gear should they go into the drone.
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KarmaInferno
post Aug 4 2011, 04:45 AM
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TMs can make awesome riggers.

That said, with Dice Caps in place, most other folks can get to be pretty much just as good.

I mean, if I can get my Pixie with rigger stats in the 16-24 pool range, the Missions dice cap mean that the Technomancer isn't much better.






-k
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UmaroVI
post Aug 4 2011, 10:48 AM
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If you allow 7+ rated programs from WAR!, mundane RC riggers can compete at it with technomancers. What it tends to come down to is that mundane RC riggers are faster, but don't have Machine Sprites to help them out. Also, Technomancer riggers are also going to be very good hackers (not as good as a hacking-focused TM, but better than a mundane hacker still), whereas a mundane rigger can manage to not suck so hard when not in a drone.
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Udoshi
post Aug 4 2011, 02:36 PM
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My GM lets technoriggers take Control Rig as an unrated complex form. Because TM's already demonstrate abilities to mimic other cyberware implants of the same essence cost (simrig, smartlink), and because, frankly, it makes sense for a dronomancer.
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Miri
post Aug 4 2011, 02:43 PM
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QUOTE (Udoshi @ Aug 4 2011, 08:36 AM) *
My GM lets technoriggers take Control Rig as an unrated complex form. Because TM's already demonstrate abilities to mimic other cyberware implants of the same essence cost (simrig, smartlink), and because, frankly, it makes sense for a dronomancer.


*nod* I was going to talk to my GM about letting me simulate it also because from what I can tell reading it, the Control Rig helps interpret and translate data more then it speeds things along.
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Sengir
post Aug 4 2011, 02:50 PM
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QUOTE (Warlordtheft @ Aug 3 2011, 09:06 PM) *
Also TMs get a +2 to their dice while hot simmed. Kind of negates not having the rigger control gear should they go into the drone.

Everybody gets that bonus. TMs get another +2 to Matrix Perception tests, but that only covers perceiving the matrix (ie. Computer + Analyze), not perceiving something though sensor data transmitted via the matrix.

As for jumping in vs. using Command, there are still some advantages despite the power of Command 12+:
1. More Actions. Even if you just fire full auto bursts, you still need to do stuff like perception tests,, moving the drone, or taking aim.
2. Spoof-Proof. Because your GM will gladly copy your charsheet and just replace "Command" with "Spoof" (IMG:style_emoticons/default/biggrin.gif)
3. Actually being inside the drone is just way more cool than playing with a RC toy (IMG:style_emoticons/default/cool.gif)
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Miri
post Aug 4 2011, 02:55 PM
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QUOTE (Sengir @ Aug 4 2011, 08:50 AM) *
Everybody gets that bonus. TMs get another +2 to Matrix Perception tests, but that only covers perceiving the matrix (ie. Computer + Analyze), not perceiving something though sensor data transmitted via the matrix.


The line from Matrix Perception on page 228 4A says "Technomancers receive an inherent +2 dice pool on all Matrix Perception Tests"

Page 245 4A Controlling Drones, Jumped in: "All Actions by a rigger who has jumped into a drone (or other device) are considered Matrix actions, and receive the benefit of the +2 dice bonus due to hot sim VR use."
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Blitz66
post Aug 4 2011, 03:11 PM
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Right. The +2 bonus for all Matrix tests for hot sim is covered under the section for Hot Sim on SR4A p226, I believe. TMs happen to always get that one, by virtue of always being in hot sim (same page). The bit on 228 about Matrix Perception Tests is separate and distinct.
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Udoshi
post Aug 4 2011, 03:28 PM
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QUOTE (Sengir @ Aug 4 2011, 07:50 AM) *
Everybody gets that bonus. TMs get another +2 to Matrix Perception tests, but that only covers perceiving the matrix (ie. Computer + Analyze), not perceiving something though sensor data transmitted via the matrix.

Hold on, I think you might be onto something here. I just put 2 and 2 together in a way i hadn't before.


QUOTE (4a 245)
Jumping In,
You “jump into” a drone via full VR. This requires a subscription to
the drone, vehicle, or device and takes a Simple Action. When jumped
in, the rigger essentially “becomes” the drone, perceiving through its
sensors and operating it as if it were his own.....
(* Blab blah blah, snip for length*)
....Hot sim benefits the rigger as much as the hacker. All actions by
a rigger who has jumped into a drone (or other device) are considered
Matrix actions
, and receive the benefit of the +2 bonus due to hot sim
VR use.


Yeah, so techno's get extra dice on matrix perception - and that extends to rigging too, because you can have Perception tests(astral and analyze) without rolling the Perception skill. But only while jumped in.

Nifty.
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Sengir
post Aug 4 2011, 03:35 PM
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QUOTE (Miri @ Aug 4 2011, 03:55 PM) *
The line from Matrix Perception on page 228 4A says "Technomancers receive an inherent +2 dice pool on all Matrix Perception Tests"

Exactly, Matrix Perception. What that means is described on page 228 of the BBB.
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Miri
post Aug 4 2011, 03:42 PM
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QUOTE (Sengir @ Aug 4 2011, 09:35 AM) *
Exactly, Matrix Perception. What that means is described on page 228 of the BBB.


That directly contradicts the line about being jumped in and it saying that ALL ACTIONS while jumped in are Matrix Actions. So you have to make a choice, are your rules permissive (well, it doesn't say you can't do it or this place lists what is what but this place says that this is included, so i guess you can.. I refer you the The Gamers and backstabing with a Ballista) or nonpermissive (rules don't say you can so you can't).
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UmaroVI
post Aug 4 2011, 03:45 PM
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A Matrix Perception test is not a Perception test. You get +2 on Matrix Perception tests, whether jumped in or not. That means if someone else is in your drone's node you get a +2 to Matrix Perceive them. Matrix Perception is not Perception any more than it's Assensing.
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