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Sphynx
As I return to the Forums, thought I'd re-hash some of my favorite discussions, starting with SkillWires.

One of the biggest mistakes on the SR3 Character Gen program was an assumption that people would want an Pulse level that equaled the ASSIST value on the Software Table with a Rating 3 (Ie: 108MP for a Rating 6 SkillWire). Those that don't actually use SkillWires usually think 108MP is the right value for it. Old-Schoolers that have played SkillWire (or played with SkillWire) characters know that the best Pulse value for a rating 6 SkillWire is 162MP, not 108. wink.gif The reason being that 162 is the cost of 3 optimized Assist:4 PlusCode+2 chips, and greater than 2 optimized Assist:5 PlusCode+2 chips. 162, not 108. Don't forget it. nyahnyah.gif

Of course, with wanting to run up to 3 softs (4 doesn't make much sense), you'll want a Multislot ChipJack 3-slots, and a SkillsoftJukebox, best stored in a CyberForeArm. And of course, 3 ChipJack Expert Drivers (gotta insure all skills are higher than 6 in order to be worth the trouble). This led to an awesome debate on if the CED's would give bonus to the skillsofts in the library, and an even bigger discussion on what the MP stood for on the Skillsoft Jukebox (total storage, or at-a-time usage, or max MP per chip). Questions never answered 'officially'.

As I recall, general consensus was that the CEDs were (of course) usable via a skillsoft library, and at-a-time usage (so 162MP * 3 ports in the above skillwires example), and the library taking 3 ECU value for cyberlimbs (size of a small computer). At least I think that was the general consensus since that's the values/rulings we've used since that discussion. However, I'm definitely interested in hearing what current thoughts are on these things. Our 'leader' has the following Cyber
  • SkillWires Rating 6 (162MP) - Basic
  • Multislot ChipjacK (3 Slots) - Basic
  • 3x Rating 3 Chipjack Expert Drivers - Basic
  • Obvious Cyber Forearm - Basic
    • Skillsoft Library (3ports - 162MP)
    • SmartLink - Basic
  • Datajack - Beta
  • CyberEyes - Alpha
    • Image Link
    • LowLight
    • FlareComp
    • Magnification x3 (Elec)
    • RangeFinder
  • WiredReflexes - 2 (Alpha)
5.96 Essence and 969,320 nuyen.gif No softs for awhile... nyahnyah.gif


Ryu
I suddenly remember why only two of our characters ever had skillwires (one was mine, the other one of my best friend). And that in a technically inclined group.

Where I to start with skillwires, I´d either use a smaller system (rating four + expert drivers two), or buy the expert drivers later. Else one could get a Wired 1 (basic) which will be sufficient for some time (depends on playing style of course).
mmu1
Meh... Skillwires are not that complex if you

1. Don't go overboard trying to squeeze the rules for every drop they're worth

2. Don't try to make an all-skillwires character that's crippled without them

The way to go is to pay the points for your core skills that you want to have even if all your gear is stripped away, and then just load up on tons of other skills via skillwires that you might only need occasionally - and, most importantly, that you don't expect to have to use at the same time.

That last one is a major factor when it comes to complexity and cost, but unless you're making a character that relies completely and utterly on 'wires, it's a waste of money and effort to create a character that needs to be able to run multiple skills at once, when a DNI-connected jukebox lets you change skills at will.

I've got a character who uses skillwires for Launch Weapons, Demolitions, Biotech, Wilderness Survival, Etiquette, and several languages (as well as a few other things I'm not remembering right now) but his core skills - Stealth, Electronics, Electronics B/R, Athletics, Pistols, Unarmed, several relevant eletronics and security knowledge skills, and an Etiquette skill with a high Fast Talk specialization are all real. He's yet to be in a situation in which he'd have needed to run multiple skills at once - in fact, 90% of the time he doesn't even need the skillsoft jukebox, though of course being able to change skills with a thought comes in very handy in crisis situations...
Sphynx
There are tons of places that having more than 1 skill chipped is key. Of course all the basic skills are going to be covered, even at a million nuyen.gif as an Elf with 60 BP to attributes, you have skill points to cover the basics. However, the most common usage of them is the medicine factor. Biotech+Electronics/Cybernetics is something that switching between won't help much on, if you're trying to do repairs. Skillwires letting you do each of those at a rating of 8 at the same time makes you better than most Docs ever will be (they don't get pools to lean on)

Regardless, as the old-schoolers here that know me will vouch for, I completely disagree with not going overboard to squeeze the rules for every drop they're worth. That's half the fun, especially at char-gen. nyahnyah.gif And again, you couldn't make an 'all-skillwires' character if you wanted to.

Admittedly, having a GM that forces you to jack more than a skill at a time, on a regular basis, like our GM, will change the viewpoint on the neccessity of +PlusCodes.
Kagetenshi
I can't say I've ever encountered a character r…

No, Scavengers. Ok. Put this another way:

I can't say I've ever encountered a character running their own medical bay for purposes other than organlegging.

~J
Shockwave_IIc
Interesting points Sphynx,

Though i find that skillwires get stupidly expensive after a certain point to the level where it becomes diminishing returns.

For me skillwires come in one size (more or less). R3 27mp for 40500 nuyen.gif backed by a R3 driver.
mmu1
QUOTE (Sphynx)
Admittedly, having a GM that forces you to jack more than a skill at a time, on a regular basis, like our GM, will change the viewpoint on the neccessity of +PlusCodes.

Well, you're of course free to let your GM force you to do whatever, but that doesn't change the fact that, if you simply go by the rules, there's very little reason to try to jack multiple skills at the same time.

Or, to put it differently, it's entirely possible to design your character in such a way that your chipped skills are of the kind you won't be - under any reasonable circumstances - required to use at the same time.

Assuming, of course, that you're a runner, and not a surgeon.

And as far as squeezing things to the last drop... I'm a big fan of keeping the law of diminishing returns in mind at all times. That last 5% isn't worth it if it requires as much effort as the first 95%.
Kagetenshi
I'd qualify that with an analysis of the value of the effort for the first 95%. I spend several times as much effort on the last 5% as I do on the first 95%, and more yet on the last 1%, but that's only because at this point the first 95% takes very little effort for me.

But you probably knew that, despite not saying it.

~J
Sicarius
I always wanted to create a character that was scooped off the street and implanted with skillwires fulfilling the skills a 'runnre would need. So they would be a regular person, except when the skillwires were being used. The idea being that along with a persona fix, it would make the person an excellent sleeper agent.
of course IMHO the skillwire rules are utterly whack, so as it make that impossible.
Although I was able to use a similar concept as an npc against the 'runner at one point, when i didn't have to worry about it actually being a viable PC.
Taran
If I were drawing up a set of SR3 house rules, I'd ban the Chipjack Expert Driver. This makes me a filthy hypocrite, of course; Gem uses hers to great effect and without them she wouldn't even be able to approach the riggerdeckerfacemage ideal that I built her toward. But on the other hand, well, she approaches the riggerdeckerfacemage ideal. This is a warning sign.

The right numbers for casual use IMO are wires3, CED3. It fits in one essence and gives you the ability to trade 10k:nuyen: for 30 karma worth of skills (or potentially more, if you're taking skills your attributes don't support well). You can't really do rigging, computers, or combat (unless, like Gem, your combat style is 100% Mata Hari), but you can have all the miscellaneous skills you want at expert level. I'm dubious of Pluscode; how often do you need to use Biotech and Electronics in the same combat turn?
Sphynx
I agree that SkillWires are far too expensive, and not worth getting for a character I'd build myself. I disagree with CED's being removed from the game, I think the reason they were implemented was purely because it was realized that the SkillWires were far too expensive for what they do. Prior to the CED, almost nobody got SkillWires since the return was almost nil due to no 'pool'.

Although the Biotech/Electronics was my given example, it is by no means exhaustive. Just last game, he flew an Apache while using the Gunnery skill and Electronics skill as someone tried to externally shut it down, all at the same time. Although he has an Electronics skill of 4, using the rating 4 soft with the +3 CED made the soft a better choice.

The problem is that you guys who seem to think 1 skill is enough, haven't played with what I call an anti-player GM. Most GMs are anti-player GMs too, the type that notices you didn't buy ammo (despite having cash to spare) so in the middle of the run, when you shoot at something, informs you your clip is empty. The kind who notices when you're installing an Alpha Datajack into another player, notices you can only slot 1 skill at a time, and it's a rating 6+3 skill thus 'unbalanced', so gives a +4TN to install it since you don't have either 'skill' personally (and nobody to assist).

I could list a hundred areas that 2 skills are needed at a time, as I said, anyone that's actually played with SkillWires (and the Cannon Companion soft options of course) knows to be setup for multiple skills nyahnyah.gif
mmu1
That doesn't look like a list of reasons to have skillwires capable of running multiple programs to me.

Reads more like a "what not to do if you want to be a good GM" list.

Also... If someone actually managed to fly a helicopter in a SR combat environment using chipped skills and survive, that's just a sign the opposition was incompetent. (I assume he was using all chipped skills, because I don't see how he could have been a rigger of some sort with an Electronics skills of 4...)
Sphynx
This isn't about proper GM tactics, although I obviously completely disagree with your assumption on our GM.

And no, he's not a rigger, but considering he can do all 3 skills at the same time, all 3 with a rating of 7, that's alot more impressive than other non-riggers. And, since you don't know what the opposition was, calling it incompentent makes you look dumb, since the 'opposition' was a flock of critters. o.O
Kagetenshi
Meh. EW is important enough that I'd never dump Electronics, but it isn't a totally absurd choice. Of course, the reason that we know he wasn't a Rigger is that he bothered to chip the skill—Riggers default really well.

Edit: too slow. Note that you didn't actually counter his statement—Critters are, mostly, incompetent opposition (it depends on what exactly is going on, of course), it's just that they're supposed to be that way.

~J
Sphynx
They're only incompentent if they're being used for something. This was a 'getting back into SR3 game', so we ran a character-sheetless Critter hunt, something we do before we get into making character sheets to help us get a better feel of what we want our characters to have. nyahnyah.gif The electronic interference was a groundskeeper/forestranger type trying to arrest us, even he was 'competent' since his primary objective is to chase people out, not capture and detain.
nezumi
QUOTE (Taran @ Dec 6 2006, 07:59 PM)
If I were drawing up a set of SR3 house rules, I'd ban the Chipjack Expert Driver.  This makes me a filthy hypocrite, of course; Gem uses hers to great effect and without them she wouldn't even be able to approach the riggerdeckerfacemage ideal that I built her toward.  But on the other hand, well, she approaches the riggerdeckerfacemage ideal.  This is a warning sign.

I wonder how you can be an ideal decker or mage with skillwires. If memory serves, the skillwire computer skill doesn't apply while decking and can't be used for magic skills, and for you to get a skillwires system high enough to be "ideal" (as in lvl5 or 6 wires, plus 1 or more CEDs), you've already burnt 2 magic points, which immediately makes you less than ideal as a mage.

Skillwires don't make for a great rigger either, unfortunately. Yes, a rigger needs to know a *TON* of skills, but more importantly, they need a lot of expensive gear. The penalty for defaulting from winged craft to rotor craft cannot compare to the bonus from goign from a VCR2 to a VCR3, and unfortunately, if you have a VCR3, you do not have a skillwire of any notable rating (unless you run on the idea that the VCR and skillwires share the same simsense rig, which could save essence). Similarly, if you blow $500k on your skillwires, you don't have a full $1M to blow on vehicles, cyber and stuff.

The best use I've seen for skillwires are for skills where you don't normally get a pool - stealth, athletics, biotech, negotiations, etc. A runner with a non essence, non cash intensive hobby (deckers, gun bunnies, electronics experts, faces, doctors), can go from being excellent (rating 6) to best in the country (rating 9). One of my favorite characters would chip a weapons skill and stealth (not that she didn't know them on her own). Before combat she could roll 9 dice to hide herself as opposed to 6 naturally, she had 9 dice to spot stuff (since spotting things is part of stealth), then when combat started, she'd draw on the CED while shooting and have her entire CP available for dodging, giving her an effective 3 die bonus to her CP.

Outside of that, the best I've seen is for riggers who have a rating 3 skillwire and a CED so they can learn stupid, oddball skills quickly and play the face if he had to.
mmu1
QUOTE (Sphynx)
This isn't about proper GM tactics, although I obviously completely disagree with your assumption on our GM.

And no, he's not a rigger, but considering he can do all 3 skills at the same time, all 3 with a rating of 7, that's alot more impressive than other non-riggers. And, since you don't know what the opposition was, calling it incompentent makes you look dumb, since the 'opposition' was a flock of critters. o.O

You just proved my point, actually... About all that kind of skill setup is good for is joyriding, shooting at things that can't shoot back.

In a combat environment, a non-rigger behind the controls of a rotorcraft is dead meat - you only make yourself a big juicy target by getting off the ground in the first place.

As for GM tactics - they are very much relevant, since they help to establish what kind of game you play in. (as does the fact you talk a lot about doing actual full-blown cyber-surgery on your teammates)

Which, once again, brings us back to the issue that your advice on how to get the most out of skillwires isn't necessarily broadly applicable.
mmu1
QUOTE (nezumi)
I wonder how you can be an ideal decker or mage with skillwires. If memory serves, the skillwire computer skill doesn't apply while decking and can't be used for magic skills, and for you to get a skillwires system high enough to be "ideal" (as in lvl5 or 6 wires, plus 1 or more CEDs), you've already burnt 2 magic points, which immediately makes you less than ideal as a mage.

I'm pretty sure (well, not pretty sure, I know, since I play in his game smile.gif) that you're misreading Taran's post...

I don't think by "rigger-decker-etc. ideal" he means "a character who's an ideal rigger, ideal decker, ideal mage and ideal face", just someone who can credibly pull off aspects of the various jobs. The character in question is actually a very good face / summoner that's also a competent decker and who dabbles in drone work (for simple surveillance purposes), rounded out with a decent assortment of skillwire-based skills.

He also said "approaches" not "epitomizes". wink.gif
Sphynx
QUOTE (mmu1 @ Dec 7 2006, 05:13 PM)
You just proved my point, actually... About all that kind of skill setup is good for is joyriding, shooting at things that can't shoot back.

In a combat environment, a non-rigger behind the controls of a rotorcraft is dead meat - you only make yourself a big juicy target by getting off the ground in the first place.

As for GM tactics - they are very much relevant, since they help to establish what kind of game you play in. (as does the fact you talk a lot about doing actual full-blown cyber-surgery on your teammates)

Which, once again, brings us back to the issue that your advice on how to get the most out of skillwires isn't necessarily broadly applicable.


So basically, the only sort of vehicular combat anyone can have in your game is if they're Riggers. Since a datajack'd user with a relative skill of 9 (except when he's multi-tasking) would be obviously too poor a driver to outrun any except the most incompetent of chasers.

I think you're saying alot more about your GM than you are mine.
Sphynx
QUOTE (mmu1)
QUOTE (nezumi @ Dec 7 2006, 10:31 AM)
I wonder how you can be an ideal decker or mage with skillwires.  If memory serves, the skillwire computer skill doesn't apply while decking and can't be used for magic skills, and for you to get a skillwires system high enough to be "ideal" (as in lvl5 or 6 wires, plus 1 or more CEDs), you've already burnt 2 magic points, which immediately makes you less than ideal as a mage.

I'm pretty sure (well, not pretty sure, I know, since I play in his game smile.gif) that you're misreading Taran's post...

I don't think by "rigger-decker-etc. ideal" he means "a character who's an ideal rigger, ideal decker, ideal mage and ideal face", just someone who can credibly pull off aspects of the various jobs. The character in question is actually a very good face / summoner that's also a competent decker and who dabbles in drone work (for simple surveillance purposes), rounded out with a decent assortment of skillwire-based skills.

He also said "approaches" not "epitomizes". wink.gif

But Nezumi does have a point that, the ideal mage-rigger-decker-face is generalized enough to not be as good as a specialist, even with skillwires. However, any mage can be a decent decker/face without skillwires. Actually, not having skillwires makes him a better one. I don't see the im-balance suggested at all.
Kagetenshi
QUOTE (Sphynx)
So basically, the only sort of vehicular combat anyone can have in your game is if they're Riggers. Since a datajack'd user with a relative skill of 9 (except when he's multi-tasking) would be obviously too poor a driver to outrun any except the most incompetent of chasers.

I think you're saying alot more about your GM than you are mine.

Gee, thanks nyahnyah.gif

You're overstating the case here, but yes, it would be a poorly-equipped (for the situation) opponent that would give chase without a Rigger. Most datajacked relative-skill-9 users cannot stand against a Rigger, even a mediocre one.

~J
Sphynx
Must be an awful lot of riggers in that world. In our world, the Rigger is usually pulling locale security with drones that have a range. Once you get past that range, you're pretty safe from the Rigger. Lonestar rarely has riggers chasing us (especially since, if we flub enough to draw lonestar, we're also broken up into multiple teams, and only 1 person in our team has the rigger cyberware), or we'd be toast. Usually, chases are non-riggers in our games.
mmu1
QUOTE (Sphynx @ Dec 7 2006, 11:57 AM)
Must be an awful lot of riggers in that world.

Considering how cheap a VCR1 is, and how big an advantage it gives you... why wouldn't there be?

And, yes, non-riggers suck at vehicular combat. They might be ok for simply running away or getting from A to B, but the moment combat starts, between the fact their TNs are high, that their initiative sucks (so they're most likely to only get one initiative pass per turn), and that making crash tests is extremely hard when your TN is high and you have no control pool, they tend to be victims in actual vehicular combat.
Kagetenshi
I'm not sure I'd call a 30-kilometer radius "a range" for the purposes of most in-city chases, but whatever. Also, what mmu1 said.

~J
Sphynx
Ok, but you admit that in games where vehicular combat is not 100% of the time between Riggers (something I find absurd, but can accept as being possible in other games), Skillwires is the next best thing, and multi-tasking while driving is a definite probability?

I suppose all those Riggers also have a skill of 6 in their vehicles of choice since even with a VCR, an average of 3 or 4 in a skill with a rating 1 VCR would not be at that great an advantage over a DAtajack'd Wired-9 target. I'm also guessing that non-riggers can pretty much ignore any vehicular Active skills in your games, since there's obviously no need for them. I really think I like my GM's way better, but can see how a strong Rigger contingent would be interesting for some.
Lindt
QUOTE (Sicarius)
I always wanted to create a character that was scooped off the street and implanted with skillwires fulfilling the skills a 'runnre would need. So they would be a regular person, except when the skillwires were being used. The idea being that along with a persona fix, it would make the person an excellent sleeper agent.

Done it. I called the p-fix chip 'linked' into the hardware of the skillwires. Soon as the p-fix was activated (via remote), skill wires booted up and he was a pretty nasty pseudo sammi. Worked out well till my PCs decided he was a bigger liability then an asset and basically stole all his toys and left him in a dumpster. Turns out skillsofts are worth money... go figure!


When it boils down to it, a rigger (or anyone with a VCR) is going to be better then someone with out it (unless its an adept with 12 dice to wing around for every action).
nezumi
QUOTE (Sphynx)
Ok, but you admit that in games where vehicular combat is not 100% of the time between Riggers (something I find absurd, but can accept as being possible in other games), Skillwires is the next best thing, and multi-tasking while driving is a definite probability?

Yes, a datajack/skillwire mix is the next best thing (barring the bizarre adept half-breeds we've seen) to a dedicated VCR wired rigger. The datajack/skillwire mix also has the advantage that for less cyber, he can easily adapt to many more roles.

QUOTE
I suppose all those Riggers also have a skill of 6 in their vehicles of choice since even with a VCR, an average of 3 or 4 in a skill with a rating 1 VCR would not be at that great an advantage over a DAtajack'd Wired-9 target.  I'm also guessing that non-riggers can pretty much ignore any vehicular Active skills in your games, since there's obviously no need for them.  I really think I like my GM's way better, but can see how a strong Rigger contingent would be interesting for some.


A rigger who got the cash for VCR 3 should probably have 5-7 in their driving skill. VCR 2 should correspond to approximately 3-6 in my thinking, VCR 1 with 2-4. Generally you don't get a VCR unless you drive marginally professionally.

At first glance, I'd assume that 4 dice with a -2 TN modifier plus a modest rigging pool would do alright against 9 dice, no pool, -1 TN. The primary advantage will be at higher TNs, since as the TN goes higher, the negative modifier becomes more important than the number of dice thrown. Truthfully, for your basic needs, a 9 dice, -1TN "rigger" can hold up pretty well against a 5 dice -4 TN rigger. Just avoid the stunts and make sure you have someone else to handle gunnery (or that your gunnery skill is actually YOUR skill so you can use CP with it).


A rigger does not have to simply be the wheelman (although I've seen PCs run with that concept, unfortunately). A smart vehicle rigger will have a secondary skill - decking or drone rigging being the most common. Drone riggers generally have about as much fun as everyone else in the game, so I don't see them as being especially left out, plus they get the uber huge guns.
Pendaric
To return more fully to skill wires, I have a combat decker come jack of all trades support player. Thanks to skill wires and ECD he can cover any area that's weak or missing by the group.
When I hit him with the fact he couldn't run all his softs from his deck/ at once and still have room for down loads he got the obligatory jukebox.
With a router and a cellar link for his deck he can go out via the matrix, buy, download and use any skills he needs within a few minutes. Cash and memory and ref call with standing.
His versatility, gained solely through skill wires, has allowed for a greater range of play.
He has defused bombs, flew planes, patched up, build, hot wired, retro fitted and disassembled a variety of things, spoke the local lingo and stepped into combat or other specialization when the chips (companions) where down.

Now am for the restriction on soft concurrent usage because it evolves players thinking. My player now loves his skillwires even though he rarely uses more than one soft at a time, he knows sometimes he's going to be pushed to the limit.
It that feeling of accomplishing something that makes the game something more than rolling dice.
My two cents.
Bodak
I looked into building a Skillwired rigger but was disappointed when I found out you can't use soft skills while in the machine - only natural ones. You can use soft skills while in the captain's chair mode... so he went more toward being a drone rigger who operated solely from captain's chair mode... and didn't have the funds to buy the big toys... and then I didn't end up playing him.
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