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Fortune
QUOTE (Kyoto Kid)
Which SOTA supplement is this in?

As mfb said, SotA:'63, in the Genetics section.
Shockwave_IIc
QUOTE (Kyoto Kid)
QUOTE (Fortune @ Dec 6 2006, 03:01 PM)
QUOTE (Kyoto Kid @ Dec 7 2006, 06:22 AM)
The only thing about Boosted reflexes is they are not upgradeable

Yes they are. One of the SotA books (I believe) has information on upgrading Boosted Reflexs.

...that's a change from the SR3 BBB I was not aware of. Which SOTA supplement is this in?

I beleive it's in SOTA:63.

But it doesn't so much allow you to upgrade, more rip it out and reinstall at a different level/ grade.
Sphynx
QUOTE (lorechaser)
This thread makes me sad that I play SR4, not SR3.

That's how I felt too. If I don't spend at least a few hours making a character, I rarely feel like I can get into character. Maybe when SR4 gets more supplements out, that'll change, but Street Magic was such a let down that I dont' find it likely.
Pendaric
QUOTE (Kagetenshi)
QUOTE (Pendaric @ Dec 6 2006, 02:18 PM)
If your lucky in cyber combat, have armour 6 and using improvised attack, you can take a Green average. Trust me I've done it.

"Lucky" is a non-starter from where I sit. IMO, there's no reason to even think about cybercombat until some time after chargen—if IC starts coming out, log off and wait for it to cool down. If you can't get far enough that logging off won't set you back to 0, progress-wise, you probably shouldn't be on this level host yet.

~J

There are some runs where cyber combat is unavoidable. You carn't reset and go back when your in a middle of a megacorp complex on a time limit.
Maths is great to get a working character but the ref generaly wants to give adventure and that means cyber combat.
If your willing to take a small dent to your detection factor you can go futher into a system by crashing the first or even second IC you encounter. With a hacking pool of eight you can really throw a punch in improvised combat so can cut the IC to get futher even with out a decent attack utility.

After all, probability only goes so far, the dice decide at the end of the day so your hopeing to avoid the bad roll as aways.
swe_wolfis
After reading all advise here I have made the following with my character

Intelligence:9
Computer: 6
Hacking Pool: 8

Deck: Novatech Hyperdeck-6
Bod: 3, Evasion: 3, Masking: 6, Sensor: 6.

Browse(6), Deception(6), Spoof(6), Sleaze(6), Validate(6), Read/Write(4), Decrypt(5)

Read/Write and Decrypt don't have a higher rating because then they wouldn't fit in active memory. Any more program that I really must have?

What knowledgeskills is a must for a decker, I know about the familiarityskills and designskills.
Kyoto Kid
...Programme Design (Very Important if you are writing your own software), Cyberdeck Design (For upgrading your deck), Data Havens, Jackpoints, Decker Hangouts (in the meat world), Matrix Security, Corporate Security.

If you can, specialise your Etiquette in Matrix

Jumping the gun here, contacts should include a Deckmeister and a Data Broker.
Kagetenshi
QUOTE (Pendaric @ Dec 7 2006, 10:17 AM)
There are some runs where cyber combat is unavoidable. You carn't reset and go back when your in a middle of a megacorp complex on a time limit.

No, you can't. Which is why you don't put yourself in that kind of situation until you've got gear that can handle it. Inability to handle any situation possible != inability to handle every situation possible.

QUOTE
Maths is great to get a working character but the ref generaly wants to give adventure and that means cyber combat.

I'm not sure I agree, but even then that doesn't matter. The Renraku Arcology post-shutdown gives adventure too, but a good GM generally won't send starting characters with standard chargen resources into it. If they do, it's probably either because they're going to give them an out (powerful NPC, plot-based luck, whatever) or because it's deliberately a high-mortality game. Likewise, the adventure that comes from cybercombat will be delayed for a while.

QUOTE
If your willing to take a small dent to your detection factor you can go futher into a system by crashing the first or even second IC you encounter. With a hacking pool of eight you can really throw a punch in improvised combat so can cut the IC to get futher even with out a decent attack utility.

Crashing IC isn't such a problem. It's not a great idea, because you've got a decent chance of triggering more IC before you've finished off the previous IC, but it can work. Using your hacking pool to do it, though, pretty much guarantees that it's lights out for you—you drop your DF, which means the host is countering you at every turn and activating more IC.

QUOTE
After all, probability only goes so far, the dice decide at the end of the day so your hopeing to avoid the bad roll as aways.

And hoping to get the good roll. Probability goes as far as we possibly can go, unless you've learned to tell the future. Probability and risk analysis is what you should base your character on, not a vague idea that "I might get lucky" or "I might get unlucky".

Edit: swe: I'd advise getting Read/Write at 6. It sucks to have to swap, but I think you'll get more milage swapping your programs than trying to roll against a TN 2 higher. Decrypt is probably ok.

~J
mfb
QUOTE (Pendaric)
There are some runs where cyber combat is unavoidable. You carn't reset and go back when your in a middle of a megacorp complex on a time limit.

yeah, but you don't have to slug it out. seriously, unless you're decking the kind of system where IC can one-shot you, a good Cloak is the only program you need for cybercombat. the TNs for cybercombat maneuvers tend to be (relatively) low to begin with; on most systems, you'll be looking at an Evade TN of 3-5. that's going to generate a lot of successes, and each success (or every 2 successes? i don't recall off-hand) gets you an entire combat turn free from IC hassle. and when you get to your last turn? just Evade again. Evade every time new IC pops. you'll be just about untouchable.

as for adventure, the nice thing about the SR Matrix rules is that every action is dramatic and carries a stiff penalty for failure. you can do an entire Matrix run and never roll a single cybercombat roll, and still come out saying "jeez, that was tough."
Kagetenshi
IIRC you can't Evade Reactive IC like Probe, which is (at least IMO) the first sort of IC to come out and among the most obnoxious.

~J
Shockwave_IIc
QUOTE (Kagetenshi)
IIRC you can't Evade Reactive IC like Probe, which is (at least IMO) the first sort of IC to come out and among the most obnoxious.

~J

Quite right, it's basically add's it's rating in dice to the security rating when the Decker makes any system test's. IMO It's one of the best IC out there.
Pendaric
I agree. If your willing to crash it and take a one point drop to your DF your can go a lot futher into a system. In mask mod you should have a DF 0f 7 plus so the proability loss is minor to none.
The only down side to the evade all IC method is that proactive IC gets to hit you before you dodge and you can end up with a conga line of IC following you through a system. Worse they get closer every time you do a system operation including graceful log off, which really is often the one that counts.
Had a player that had a deck affectionately know as Benny Hill due to this occuring a lot.
"IC are the gate keepers, they watch all the doors and hold all the keys sooner or later someone will have to face them....etc"

I second Kagetenshi point on read/write, get it at six if you can and swap in a lower decrypt when and if you need it.
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