Help - Search - Members - Calendar
Full Version: SR4 Matrix Dicepool Rules ReWrite
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
Charon
QUOTE (knasser @ Dec 10 2006, 07:05 PM)
QUOTE (Charon @ Dec 10 2006, 09:22 PM)
You'll just see most of the Hacker starting with Logic 6 ( 8 )  or 5 (7) instead.


Really? That's an extra 35BP you casually tossed in there to get the maximum (assuming your hacker would otherwise have Logic 4) which is implied. A little more if we assume he might not have forked out for cerebral boosters 2.

Yep. That's what it means.

And that's what most of the player will do, for the most part. Like you don't see many starting mage with less than 5 magic. Or many Technomancer with less than resonance 5.

Which of course means that these hackers in such a setting will tend to be geekier and less apt to do anything else but hack very well. And the TM already tend toward the geeky side enough as it is.

I started writing something about this in the post you quoted but opted to edit out in order to be more concise.

---

So to recapitulate, this house rule...

...will drain more BP at chargen since the player will now boost their INT, cerebral booster and still have to buy high program.

...will result in hacker with higher dice pool right from the start (most will start with at least intelligence 7 which is better than program 6 and then they'll get themselve up to 9 faster than a mage can initiate and raise his magic once).

...which means will need to tweak up the security's dice pool to maintain balance.

There's just not that much good that comes off this houserule, IMO. I don't see how anything's gained.
Serbitar
QUOTE (Chandon)
QUOTE (Serbitar @ Dec 10 2006, 11:04 AM)
I did the maths a year ago(can even be found in a thread somewhere in DSF). It is not screwing up anything.

Link?

I'm visualizing a bell shaped histogram with the top couple bars just missing here, and another one labeled "when spending karma" where the top half is missing. I'd like to see what you've got before I sit down and do the math out myself.

Cant find it at the moment.

But its just simple binomial stuff that every excel sheet can do . . .

The main point is, that you can easily adjust node security to compensate if you want to. Im trying to provide a good baseline in my SGM 1.0.
knasser
QUOTE (Charon)
Yep.  That's what it means.


No. Now it is a choice. Previously it was just a case of slap down a small amount of BP for nuyen and be the best. If a player wants that now, it's a sacrifice, just the same as it's a sacrifice if the samurai wants 6 agility or the mage wants 6 willpower. And that is good.

Taking this with the four remaining points in my last post that you didn't address, I'm now in the mind to adopt Konsaki's system. I think it adds significantly to hacking.

EDIT: I think you added to your post while I was writing. This wont "drain more BP at chargen". It gives the player the chance to spend their BP in that fashion if they choose. Nor will not doing so leave them weaker. Instead, it gives the GM the chance to introduce a more realistic range of opposition. It's no fun to have all hackers start off with maximum "attributes" which is what very cheap Program 6 means.
yesman
QUOTE (Serbitar @ Dec 10 2006, 06:26 PM)
QUOTE (yesman @ Dec 10 2006, 02:31 PM)

recheck your maths. 

I did a quick spreadsheet that (assuming 3dice=Hit) has a non-twinked starting hacker netting 8 hits a third of the time it uses edge to re-roll.  I was able to coax that up to 14 hits with a somewhat twinkish, experienced hacker/adept.  That's not counting complementary dice from assisting hackers/agents.

Some tests, losing any hits past 7 won't matter for.  A lot of tests it will.

(btw, if you've never seen Look Around You : Maths.. you need to, it is very funny)

**edited, because I forgot VRbonus originally.

Edge is non standard.
You cant base a system on non standard assumptions.

likewise you don't want a system that cannot support them. As 'non-standard' as Edge is, don't you think it will occasionally be used?

Then there is the experienced, dedicated Hacker, who after several months of gameplay finds himself at 21 dice for some Hacking tests. He's going to average 7 Hits, and occassional roll better than average. Your house-rule should probably support him too.
Charon
QUOTE (knasser @ Dec 10 2006, 07:48 PM)
Taking this with the four remaining points in my last post that you didn't address, I'm now in the mind to adopt Konsaki's system. I think it adds significantly to hacking.

Well sure, it's your choice.

But don't pad up your case with so-called points I didn't answer.

All I see is a comment about allowing hackers to be better than agent and various opinions about the need for heroics and how you believe hacking is portrayed.

Valid opinions but nothing for me to answer. I don't agree but I might as well discuss whether D&D or Amber is more fun. Pointless.

Beside, I only have one Hacker in my campaign and he didn't start with every program maxed so I doN't quite see your point. And if I were worried about a trend in PC who always max all their program right off chargen I'd just cap the rating by asking that only one program start at 6, 2 at 5 and the rest at 4.

It's less trouble than instituting change that will result swiftly enough in +3 dice to all matrix skill check and then rebalancing the opposition.
Charon
QUOTE (yesman @ Dec 10 2006, 07:54 PM)
likewise you don't want a system that cannot support them.  As 'non-standard' as Edge is, don't you think it will occasionally be used? 

Since the opposition can also counter with its own edge, Serbitar's assumptions are reasonable.

As an aside, how does a hakcker reach 21 dice?

I can easily see Program 6 + Skill 6 + specialisation + codeslinger = 14

Where do the 7 additional dice come from?

Edit : Wait, aptitude to boost your skill to 7. I can see how you reach 15 now. Only 6 dice short now.

Edit : forgot hot VR! Up to 16. Getting there...
Serbitar
QUOTE ("yesman")

likewise you don't want a system that cannot support them. As 'non-standard' as Edge is, don't you think it will occasionally be used?

Then there is the experienced, dedicated Hacker, who after several months of gameplay finds himself at 21 dice for some Hacking tests. He's going to average 7 Hits, and occassional roll better than average. Your house-rule should probably support him too.


Ill give you another example in the current system:

The most dice any node or IC will ever come up with are 12.
The most dice a hacker can get are 7(skill)+2(spec)+2(VR)+6(program)+3(improved skill) +2 (codeslinger) thats 22 dice.

The odds of 22 dice vs 12 dice winning are 92.0 %. Give him an edge of 4 and he is unstoppable using the current system, even with the best there is.

Seems like the RAW do more than "support" the experienced hacker.

@charon:

its actually:
logic 10 + skill 7 + specialisation 2 + VR 2 + codeslinger 2 + improved skill 3 = 26 dice
yesman
@Charon

whoa, last time I checked Nodes do not get edge. Likewise you cannot call it even at 7 Hits, just because *both* opposing parties are able to get 7+ Hits.

your Logic + Skill, limit Prog you can get:

Log 9 + Skill 6 + CS 2 + SP 2 + VR 2 = 21
Charon
QUOTE (yesman @ Dec 10 2006, 08:12 PM)
@Charon

whoa, last time I checked Nodes do not get edge.  Likewise you cannot call it even at 7 Hits, just because *both* opposing parties are able to get 7+ Hits.

your Logic + Skill, limit Prog you can get:

Log 9 + Skill 6 + CS 2 + SP 2 + VR 2 = 21

Opposition in my mind included security hacker. But you're right.

Also, it's not logic + skill, it's Program + skill.

Logic + Skill is the proposed houserule, not the official one.

Serbitar : Improved skill? I didn't think of the physical adept hacker... Wonder if it's legal ; there's nothing physical about it. Even social skill have at elast body language to justify it. But not the place to debate it.

Why do you also use attribute? That'd be the maximum under the proposed houserule.

And yes, it's +2 not +1 in hot VR as I wrote. Brain fart.

So the legal maximum would be 19
yesman
QUOTE (Serbitar @ Dec 10 2006, 07:08 PM)
QUOTE ("yesman")

likewise you don't want a system that cannot support them. As 'non-standard' as Edge is, don't you think it will occasionally be used?

Then there is the experienced, dedicated Hacker, who after several months of gameplay finds himself at 21 dice for some Hacking tests. He's going to average 7 Hits, and occassional roll better than average. Your house-rule should probably support him too.


Ill give you another example in the current system:

The most dice any node or IC will ever come up with are 12.
The most dice a hacker can get are 7(skill)+2(spec)+2(VR)+6(program)+3(improved skill) +2 (codeslinger) thats 22 dice.

The odds of 22 dice vs 12 dice winning are 92.0 %. Give him an edge of 4 and he is unstoppable using the current system, even with the best there is.

Seems like the RAW do more than "support" the experienced hacker.

@charon:

its actually:
logic 10 + skill 7 + specialisation 2 + VR 2 + codeslinger 2 + improved skill 3 = 26 dice

The fact that the RAW has problems, is in no way related to the problems I'm bringing to your attention with your system.

& @ Charon, no I'm not talking about RAW now, just Serbitar's stuff.
Serbitar
This is very related as we are comparing 2 systems to find which is better.
Stressing only the problems of one and not mentioning the problems of the other accomplishes nothing.

Of course it is neccessary to know what a system does under the most extreme circumstances. But as I said I did the math and know it.
knasser
QUOTE (Charon @ Dec 11 2006, 12:58 AM)
But don't pad up your case with so-called points I didn't answer.


But I have and if you wish to argue that these house rules are bad then you should address all of my points.

I've no wish to repeat myself in full. As you say you couldn't see any other points, I'll highlight them for you. But please re-read the original posts as these are a summary:

1. Buying all programs at rating 6 is very cheap and leads to all hackers starting at close to maximum ability. Introducing logic makes this only possible with a significant amount of sacrifice. This introduces more variety in character creation.

2. As it currently stands, there is no real difference between the hacking skills of an idiot with Logic 1 and a genius with Logic 6. This is counter-intuitive and basing hacking on logic negates this. You are happy with likening using hacking programs to "Unreal Tournament" (your words), I am not. It doesn't suit the flavour.

3. It makes becoming the best hacker comparable to being the best samurai or best face or whatever. It doesn't seem right that the other archetypes must make big sacrifices to get their high stats when the hacker buys all the ones he cares about at maximum for a paltry 90,000 nuyen.gif

4. It gives the player scope to be better than agents. This prevents the player being overshadowed by puchased software. You dismiss it as opinion, but equally it's your opinion that this is unimportant. To me it is not and I choose to list it.

5. The new system fits the flavour better. I'm not going to mutilate my point by surmarising. My reasons why it fits the flavour better were given earlier. Please re-read them.

6. It creates a greater range of ability in the opposition. There is no reason why all enemy hackers (and NPCs) wouldn't all have rating 6 programs. Adding Logic adds variety to a GM's portfolio.

I'd also like to add a 7th point, while I'm typing. That is that this helps delineate the hacker from pseudo-hackers. By making an additional attribute important for hacking, then it makes it harder to become a great hacker. This is good because otherwise the samurai, rigger or face with a data jack can lay down the paltry sum of money for rating 6 programs and be nearly as good as the poor hacker character. A GM can easily adjust the power of the opposition to challenge different levels of hacker ability (so it becoming harder to achieve power is not a problem), but he will find it much more difficult to keep things fun when the samurai or whoever decides to beat the hacker at doing his thing.

@yesman: How did you get 21 dice? I can't work that out!
knasser

Just to weigh in on the other side of the argument, I think the limiting of hits by program is the biggest weakness. Perhaps if we used Program x 2 as the CAP then it would be fine, but this seems a bit high at the low end. Maybe some higher rating programs can be available. It would be a nice incentive for hacker players to aim for.
yesman
@ knasser

i don't think you can get quite that high with RAW. With Serbitar's system you get there by:

Log 9 + Skill 6 + CS 2 + SP 2 + VR 2 = 21

He's shown in another post that you can get a bit higher than that.
knasser

Yeah - I've seen his stat building since I wrote that. *shudder* How much does he want not to talk to my players? Does he take cash? frown.gif
Serbitar
Yes
Charon
QUOTE (knasser @ Dec 10 2006, 08:28 PM)
QUOTE (Charon @ Dec 11 2006, 12:58 AM)
But don't pad up your case with so-called points I didn't answer.


But I have and if you wish to argue that these house rules are bad then you should address all of my points.

I've no wish to repeat myself in full. As you say you couldn't see any other points, I'll highlight them for you. But please re-read the original posts as these are a summary:

1. Buying all programs at rating 6 is very cheap and leads to all hackers starting at close to maximum ability. Introducing logic makes this only possible with a significant amount of sacrifice. This introduces more variety in character creation.

2. As it currently stands, there is no real difference between the hacking skills of an idiot with Logic 1 and a genius with Logic 6. This is counter-intuitive and basing hacking on logic negates this. You are happy with likening using hacking programs to "Unreal Tournament" (your words), I am not. It doesn't suit the flavour.

3. It makes becoming the best hacker comparable to being the best samurai or best face or whatever. It doesn't seem right that the other archetypes must make big sacrifices to get their high stats when the hacker buys all the ones he cares about at maximum for a paltry 90,000 nuyen.gif

4. It gives the player scope to be better than agents. This prevents the player being overshadowed by puchased software. You dismiss it as opinion, but equally it's your opinion that this is unimportant. To me it is not and I choose to list it.

5. The new system fits the flavour better. I'm not going to mutilate my point by surmarising. My reasons why it fits the flavour better were given earlier. Please re-read them.

6. It creates a greater range of ability in the opposition. There is no reason why all enemy hackers (and NPCs) wouldn't all have rating 6 programs. Adding Logic adds variety to a GM's portfolio.

I'd also like to add a 7th point, while I'm typing. That is that this helps delineate the hacker from pseudo-hackers. By making an additional attribute important for hacking, then it makes it harder to become a great hacker. This is good because otherwise the samurai, rigger or face with a data jack can lay down the paltry sum of money for rating 6 programs and be nearly as good as the poor hacker character. A GM can easily adjust the power of the opposition to challenge different levels of hacker ability (so it becoming harder to achieve power is not a problem), but he will find it much more difficult to keep things fun when the samurai or whoever decides to beat the hacker at doing his thing.

@yesman: How did you get 21 dice? I can't work that out!

And there goes a lot of opinion.

I answered what were arguments relevant to the mechanics. The rest is flavor and I'm not gonna respond, for example, with a long post explaining why I consider that the fact that cybercombat has nothing to do with logic to be in keeping with the flavor of the setting because it's not the topic.

The topicis the Matrix Dice pool rewrite and I've stated my argument against ; Primarily a concern for the fact that Hacker's dice pool will augment and now you need to balance the counter-measures (which you never adressed).

Plus a lesser concern that this will mostly result in Hacker that have even less BP to assign to non-hacking functions though whether it's good or not slips into matter of preference so let's just say that it's my informed opinion that such a rule will yield a lot more specialised hacker with fewer secondary talent. Take that as you will.

I could add that this would probably create even more uniformity in hacker than currently exists.

The rest of your point is basically saying that you like the effect this houserule would have on the hackers in a campaign.

Well good, now I know your taste and they are valid but I have no intention of answering to statements like : "The system fits the flavour better". This can only lead to a serie of elaborate "Says you!" "Nah ah! I'm right!".
yesman
QUOTE (Serbitar)
This is very related as we are comparing 2 systems to find which is better.

We're doing what now? When did that start?
Jaid
well, it started right at the beginning, ultimately.

the first post might have been restated: i'm looking for a new system that works like <insert description> instead of how the official rules say.

so, essentially, in order to build the requested new system the way that was asked, you are basically building a system that can be compared to the original system such that it works more like how the OP requested.

thus, it becomes important that we compare the two systems, so that we can see precisely how the new system works relative to the old.
Garrowolf
What I did was to take the attribute + Skill + Program route but it didn't end up with too many dice because of some other changes I made. For one get rid of the thresholds on hacking rolls being for extended tests. They should be set as thresolds on all rolls that you can use certain programs to lower that threshold.

One of the thresholds I added was a security trait based on the user level.

Security

People maintain varying levels of security on their computer. Most people would like to have as much security as possible but maintaining high security can slow down most users. Characters can keep a security level equal to their computer skill –2 or their system rating, which ever is lower without suffering the difference in penalties to all computer use.

Many people have little security and just trust their Firewalls. They don’t bother with clearing their caches, adding separate admin levels, restricting access, etc. No security means that once you are past the firewall you have admin access. Usually only systems with a dedicated security sysadmin will keep their security above a 2.

If someone hacks your system they have the security level as a threshold for all tests unless they slow hack and make themselves a normal user.

The computer doesn’t actually look for intruders in the sense of making perception tests. They get successes on a perception test in effect based on the hacker failing to make the threshold. Each point below increases an alarm level. The user can set the effects of this. The normal response is to increase the firewall by the alarm level up to double the firewall. After that it just disconnects the commlink. On larger systems IC can launch with a bonus equal to the alarm level up to it’s rating.

Once the alarms start to go off THEN you would have someone actually looking and making matrix perception tests and such.

So what you have is two thresholds that stack to start with. One is the firewall, the other the security level. Your exploit lowers the firewall by it's rating. Extra dice past that go to helping your rolls. Exploit will not lower the security rating. But you have stealth which will negate it's rating in alarm levels as well as use it's rating as a threshold for the admin to find you.

So the hacker could make several rolls with their higher dice pools against possibly very high thresholds that they have lowered.
Serbitar
Some idea:

One could introduce a mechanic to all defaulted tests: They are not limited to 1 hits, but instead the number of hits are halved.

Is not that elegant but helps to fix high level things.

Examples:

OLD House rule
Software tests are skill critical. Without a software skill you can only have 1 hit per roll. With it, you can have skill+1 hits

NEW
Software tests are skill critical. Without a software skill, all the hits are halved. With it, only the hits higher than the skill are halved.

Brian Brain rolls 11 dice in his software programming test. He has only a skill of 1, but scores 5 hits. This gives him 1 hit for his skill of 1 plus 4/2 + 2 hits for his evil brain power resulting in 3 hits.

---

OLD House rule
The number of hits in hacking is limited to program +1

NEW
All the hits above program rating are halved.

Sam Superhacker rolls 26 in some test. He has a program rating of 6 and scores 11 hits. He gets 6 hits for his rating 6 programe and the other 5 hits are divided by 2 = 3 to a total of 9 hits.


(There is no need for program+1 any more, as you can get hits even by defaulting)
Might be a little too complicated . . .
Ryu
I´d resolve the "edge issue" of the logic+skill houserule by completely removing the cap on successes if edge is used.

Concerning the super-hackers: They should only come into play when standard program ratings are surpassed anyway. So no problem. The chance to reliably hit the cap of six successes is good enough on its own.
yesman
@Ryu:

If you intend to allow Edge to remove Hit Caps system wide, you are going to have real problems with Magic, at the least.

On your second point: That's a play style issue, not a system one.
yesman
double
Moon-Hawk
QUOTE (yesman)
If you intend to allow Edge to remove Hit Caps system wide, you are going to have real problems with Magic, at the least.

What? I thought Edge did remove hit caps already, specifically with magic.
Have I been doing things wrong?
Fortune
QUOTE (Moon-Hawk)
Have I been doing things wrong?

Nope.
Serbitar
QUOTE (Moon-Hawk)
QUOTE (yesman @ Dec 11 2006, 01:07 PM)
If you intend to allow Edge to remove Hit Caps system wide, you are going to have real problems with Magic, at the least.

What? I thought Edge did remove hit caps already, specifically with magic.
Have I been doing things wrong?

I would say you did it right.
Moon-Hawk
Good. I was pretty sure, but I didn't want to jump in and tell yesman he was wrong unless I had a page reference.
Fortune
QUOTE (SR4-pg. 171-172)
A spell’s Force limits the number of hits (not net hits) that can be achieved on the Spellcasting Test. So if you cast a Force 3 spell and get 5 hits, only 3 of those hits count. In other words, Force serves as a limiter effect on spells—the more oomph you put into the spell, the better you can succeed with it. This limitation does not apply to Edge dice that are used to boost a spell.


wink.gif
Chandon
Wait a second. You have to track your edge dice and normal dice separately? Who wrote that, so I can track them down and punch them?
Moon-Hawk
Hmmm, I see that reading, but I wouldn't do it that way for exactly the reason you mention, Chandon.
I'd do it like the rule of six. That is, if you add dice before the test, the rule of six applies to all dice (or in this case, the hit limit does not apply to any of the dice), but if you add edge after a test, the rule of six only applies to the extra edge dice rolled (or in this case, the hit limit applies to the first set of dice, so a few hits might possibly be wasted, but it will be lifted with regard to the extra dice rolled)
Did that make any sense?
Synner
Konsaki was the latest of several people to approach me regarding the Matrix rules and asking whether FanPro will be revising them. The following has been my staple reply to inquiries on the subject and I thought I'd share (edited some of the irrelevant content and plugging in material from other emails).

QUOTE
I can tell you that FanPro chose the current Matrix rules after much playtesting, and that a revision of the core mechanics for Matrix actions is not currently in our plans. The current rules were chosen because they best represented the vision the developers had of Matrix usage. To wit: A hacker does not interact with the Matrix, his programs do. The metahuman mind (well, a non-technomancer mind) does not have the speed or ability to process machine code/multiple programming languages needed to directly interact with Matrix objects. Software/programs represent the tools through which you can.
It would be like a person today trying to create a video-player program in real-time to interact with a Realplayer feed. The Matrix is simply a multi-sense representation of programs and software interacting, whether your IQ is 180 or you're more perceptive than Sherlock Holmes it doesn't matter you are only privy to what your programs are capable of registering and interfacing with. Hence your programs are actually your "functional Atts" in the Matrix.

Does this dictate that hackers are mostly scriptkiddies, and that scriptkiddies are the equals to the best hackers as long as they can afford the programs? No, and the reason is the true hacker goes far beyond simple program use.

The current rule set is the one FanPro chose and it's the one we will be sticking to in future books (namely Unwired).

All that said, I have followed most of the rules discussions presented on DSF and at least one alternative fielded is very similar to the primary alternative SR4 mechanic we playtested and saved for the Tweaking the Rules section of Unwired. Another possible Tweak we will likely be playtesting is the use of Int and Log as caps on Hits in Matrix Tests. However, a Tweak of the Rules is all these will be. To the best of my knowledge FanPro has no intention of revising the core rules at this point.
Serbitar
I have to agree with Synner, that realism is really a very poor reason to prefer a logic based system over a program based system.

@Moon Hawk:
I think dice only explode if you add them before rolling. Edge used to re roll dice does not make them explode.

Edit: Ah, true, you can also use edge after the test not to re-roll, but for additional dice.
Moon-Hawk
QUOTE (Serbitar @ Dec 11 2006, 05:34 PM)
@Moon Hawk:
I think dice only explode if you add them before rolling. Edge used to re roll dice does not make them explode.

What!? Evidently I wasn't as clear as I'd hoped.
No one's talking about rerolling failures, I'm talking about adding extra dice. If you use edge to add dice before you roll, all dice explode. If you use edge to add dice after you roll, only edge dice explode.
And I was saying that applying caps to hits would be done in an analgous manner.
Rerolling failures is a totally different thing.

edit: Oh, okay, you got me. Oh well, hopefully this clears my idea up for anyone else who was confused.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012