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Serbitar
So, this is it. SGM 1.0 (beta), a complete matrix rules rewrite.

It features:
- logic connected tests
- AR slower than VR
- unified mechanics (hopefully)
- very few loopholes (also hopefully)
- a shitload of examples, example thresholds and baseline
- agents in check (worse than hackers, due to logic mechanics)


It is still in the writing and its definately not complete at the moment, but I think it is in a state to show somebody.

Disclaimer: This rule set is not the holy grail of matrix rules. I wrote it mostly because I could (and was asked). If it is better than the standard rules, everybody can judge for himself.

Feedback very much apprechiated.
Moon-Hawk
On page 14 you say:
The threshold is 4 times the rating of the lowest
involved encryption program. The interval is 1
minute for live data and 1 hour for static data (as
more powerfull algorithms can be used there).

Shouldn't that be the highest involved encryption program? I mean, otherwise I could take an encrypted file, encrypt it with a rating 1 program, then break it trivially.


edit: Oh, and BTW... THANK YOU SANTA!!!
Konsaki
I think he means 2way comm. If one side has 3 and the other has 5, you go off the 3.
3*4=12TN
Serbitar
It was meant that way: If 3 people communicate with encryption 2, 4 and 6 ratings, 2 would be used for the decryption test.

Any way to say that in less than 2 sentences? Maybe add an example . . .
Moon-Hawk
Oooh, I see what you're saying.
Check, I agree with that.
But you see how I got to my interpretation, right? I guess it's the difference between stored data and live traffic.

I think it's enough to say that encrypted communications effectively function at the rating of the lowest encryption program involved.
Blade
I didn't read it in details, but it looks nice. Your sample systems remind me of those I designed for my matrix security handbook smile.gif.

You have taken a totally different approach from me. I'm not fond of closed rulesets and I there are some basic rules I don't like (the security tally for example) but I'll try to give you some feedback anyway.

For now, there's just one thing that really bothers me: from what I've read, a rating 5 agent is as good as a logic 5 + hacking 5 hacker. Am I missing anything ?
Serbitar
4+4 hacker (a hacker gets +2 dice for VR) without edge specialisation and any codeslinger advantages.

Furthermore ive balanced in an implant that adds +1 IP and another implant that gives -1 threshold (basically 1 hit that is not capped by programme) per test. Thats the one that also blakkie is propagating.

The maximum for an agent is 12 dice. The maximum for a hacker is somewhere arround 26 dice.

Konsaki
That's going to suck for TM's if they dont get an equal echo to have -1TN...
Though that's my first thought without reading over the file fully.
Serbitar
TM balancing is a different thing alltogether.
I think Ill implement my changes from SHP, which is an extreme boost frfor TMS from RAW.

As it is TMs are so underpowered at the moment, I would never recommend playing one.
Konsaki
Just a note, since you are talking about your SHP. I noted when you explained 'SECKS', you dont give out a 'baseline' Karma number like BeCKS does. Based off the calculations from the sample characters though, would it be safe to assume that 580k would be an acceptable substitution to 400BP, on average.
ShadowDragon
Thanks Serbitar, I'll check it out when I have more time.

Don't forget to update your sig. I still see 0.9 there.
Serbitar
I give a number, should be 600 karma if I remember correctly.
RunnerPaul
Regarding Active Alerts:
You may wish to re-evaluate having an Active Alert result in a decrease in System Rating. A +4 bonus to the firewall rating against identified intruders is nice, but is it worth lowering the maximum rating of the programs running on that node? Especially considering that node security often involves agents acting as IC?

If you're going to have Active Alerts impact a matrix attribute, I would think Response would be the better fit conceptually. Firewall is checking things more thoroughly, so you get slowdowns more easily.

Personally though, I wouldn't bother with having an impact on any matrix attribute. While previous editions had alerts that caused impacts on Host performance because they triggered effects that had Host-wide implications, such as boosts to IC ratings, SR4's Alerts are specifically targeted against individual detected intruders and only apply when the firewall rating is used against the intruder. In short, it's merely the firewall doing what it's designed to: making life hard for unauthorized users.
Serbitar
the problem is the following: Technically, you can just put all and every access ID on the "intruder" list and just leave active alert on forever. This would mean free (and extremely high) firewall rating. Thats why I wanted it to have some severe drawebacks. Response was not severe enough for me (especially for clusters and devices).


Maybe I can find something more suitable.
RunnerPaul
QUOTE (Serbitar)
the problem is the following: Technically, you can just put all and every access ID on the "intruder" list and just leave active alert on forever. This would mean free (and extremely high) firewall rating. Thats why I wanted it to have some severe drawebacks. Response was not severe enough for me (especially for clusters and devices).

Personally, I feel that Alert status and intruder identification should be reserved for the times when the firewall itself strongly suspects a particular user of conducting illicit activity. It should be an automatic function of the Firewall, not a user configurable option. By disallowing the addion of additional Access IDs to the list of identified intruders, you easily avoid the "free extra firewall" effect.


Serbitar
Thats an idea I could live with. Though you still have the question "If the firewall can do this +4 thing, and it doesnt have any drawbacks, why isnt it doing this all of the time against everybody?"
RunnerPaul
QUOTE (Serbitar @ Dec 19 2006, 05:28 AM)
Thats an idea I could live with. Though you still have the question "If the firewall can do this +4 thing, and it doesnt have any drawbacks, why isnt it doing this all of the time against everybody?"

Because it does have a drawback, namely the drawback that it can't do its +4 thing all the time against everyone. Only against users that it's caught in the act of performing illegal operations. While this is not a hard numerical limit that says "Only n Access IDs may tagged as intruders" it's safe to assume that a node's security response script will drive the node to sever outside connections and/or shutdown before the limit is exceeded.
Blade
I agree with Runnerpaul.

Here are some more comments :

1) After thinking about it and taking a deep look at the probability tables, rolling logic+hacking and capping with the program level seems nice. It takes logic into account, remove the default problem, and blends with the basic game mechanics.

2)
QUOTE ("SGM")
The node is collecting the net hits of all hacking tests in your security tally. Once it exceeds the hackers stealth program rating, the hacker is found to perform illegal actions and the node will take actions (as defined by the owner of the node)
It's quite ambiguous. Common sense tells that it's the node's net hits that are collected, but it can be understood the other way around (the node collects the hacker's net hits).

3) I don't like the fact that taking action against an "icon" reveals the attacking "icon". I think it should give a bonus to matrix perception test but not automatically reveal the attacker (with spoofing, you might even be able to fool the icon into thinking someone else did, but that wouldn't work with your closed ruleset)

4) I'm having a problem with full blown matrix hosts not suffering from response degradation. That means that a matrix host can be filled with tons of CI... (but I like the cluster idea, I'm already using it wink.gif ).

Apart from that, I like it (even if I'll stick with my way of GMing the Matrix).
Konsaki
Response to your [4], Blade. You have to remember that most matrix nodes, read servers, are way more powerful that a personal commlink. When you see the rating of the node 1-6, you are seeing the max amount of processing power it can give to each individual user/icon on that node. If they acted like personal commlinks, how would a company be able to operate with hundreds of personnel accesing the central database or have thousands of customers using their online store at the same time?
Blade
The way I deal with it, I consider that each connected user has, at his disposition, a full node of its rating.
For example, a corp office server with a rating of 3, will allow its 500 user to use it at the same time and each one of them will be able to use a rating 3 Edit progra while a rating 3 analyze program (used for system monitoring) and a rating 3 security agent will ensure the security of the user.

If you consider it as Serbitar does (or at least as I understood it), nothing prevent corps nodes from being full of CI and forcing the hacker to resist 300 analyze tests.
Serbitar
300 analyze test would be a -600 dice modificator in my system.

With my system, the chance to detect somebody actually decreases if you use more than 2-3 agents.
Blade
Didn't see this...
and 300 attack tests ?
Serbitar
Well, most of the time, the run is over when you are detected in a cluster. If it wanted it could shut down and throw you out and reboot in 3-6 seconds. So the question is rethorical anyways.
The best answer would be some fluff reasons about having too much IC is bad for overall performance and such . . .

But a question for you: What stops all the IC from your 300 seperate nodes that make up your cluster to go to the one node where a hacker is deteckted and attack him?

I really see no difference between your and my system . . .

Edit: I have a better answer. Attacks behave just like matrix perception. Every 2nd third and so on attack in a pass get a -2 dice pool modifier, for the same reason like matrix perception. Sounds good.
Thanks for the good argument.
Blade
You can send the IC to that nodes, but you'll be lowering the defenses in the other nodes of the clusters...

This way, you can send another hacker (or an agent) to distract security.

Compare it to physical security : to secure an appartment, you'll only need 1 or 2 guards. To secure a big building, you'll need a lot more. If you send the 300 guards of the big building in a room where you noticed something, the rest of the building won't be covered.
Konsaki
If you compare to real world security guards, they would send a few for support and sound the alarm... You wouldnt have 300 guards/police trying to cram into a single room to mob one guy...
Serbitar
@blade:
We are talking about attack IC. That is not used 99% of the time. The patrolling does the patrol IC.
And I think about 10 IC would be enough, leaving only 3% "unprotected".

Another question: Does one have to log on into each node in your cluster, or how do you navigate in the nodes? If one has to log on every time, thats nightmare before christmas for every hacker. If one doesnt, the IC can just go everywhere without even using an action (same node) and it is again equivalent to my system.

Do personae in the cluster see each other when they are in different nodes?
Blade
I consider clusters more or less the same as you do : if set up this way you can see the content of the other nodes and the other nodes can see you (but you can also set it up so that everyone feels like he is in his own node). You can't exactly travel in the node. I mean, you can go anywhere you want in the node, but you'd still have the same computing power with the same ressources linked to you (you'd still have you same Edit program).
Serbitar
So the IC could go everywhere and still be powered by their "node"? Whats the difference between your and my interpretation?
Blade
The difference is that there's a cap to the number of IC. If you send more IC somewhere, you'll end up lowering the defenses elsewhere (just like in a building) allowing for a second hacker to make his way.

Which means that most of the time the hacker won't face too many opposing IC.

You can even consider (at least, that's how I do) that attack commands can only affect "icons" in the same "node" as the IC. In that case, even if the node cluster can suspend every program in that particular node to allow for more CI without degrading response, the cluster node won't be able to send an army of CI in the single node.
Eugene
My only criticism (and this is as much of the rules themselves as your guide to them) is that it seems like there are a lot of rolls that a hacker's got to make, just to (for example) edit the feed on a camera. I'd rather just set a difficulty for that and do it in a roll; otherwise you're back to the old problem of "decker-time".
RunnerPaul
QUOTE (Eugene)
My only criticism (and this is as much of the rules themselves as your guide to them) is that it seems like there are a lot of rolls that a hacker's got to make, just to (for example) edit the feed on a camera. I'd rather just set a difficulty for that and do it in a roll; otherwise you're back to the old problem of "decker-time".

He specifically went through to comb out what he felt are unnecessary rolls. What else would you have him cut?

Let's use the example of editing a security camera feed. What roll(s) under SGM, do you feel should have been pruned, and weren't?
Blade
Actually, that's one of the trouble with a closed rule set.
Hacking something is carrying out some kind of procedure (there aren't many different ways to act) and might transform hacking into a succession of rolls.

That's why you must not forget the almighty roleplay.

If you deal with combat this way :
- I shoot goon 1.
* Rolling ensues *
- Goon 1 is wounded. Goon 1 shoots you
* Rolling ensues *
- I shoot goon 1 once again.
* Rolling ensues *

this won't be very fun. It's the same with the matrix. It's not :
- I hack an account.
* Rolling ensues *
- You pass. There's a IC
- I spoof the IC
* Rolling ensues *
Cognitive Resonance
It's very interesting, any chance on brining back security sheaves/tallies?
Serbitar
QUOTE (RunnerPaul)
QUOTE (Eugene @ Dec 20 2006, 04:23 PM)
My only criticism (and this is as much of the rules themselves as your guide to them) is that it seems like there are a lot of rolls that a hacker's got to make, just to (for example) edit the feed on a camera.  I'd rather just set a difficulty for that and do it in a roll; otherwise you're back to the old problem of "decker-time".

He specifically went through to comb out what he felt are unnecessary rolls. What else would you have him cut?

Let's use the example of editing a security camera feed. What roll(s) under SGM, do you feel should have been pruned, and weren't?

Thanks Paul, youve pretty much summed it up.

As long as somebody says "screw the rules, just make one roll against X" you have to use the rules. But that is the same with for example Physical Combat, Astral Space exploration and so on.

In my gaming group Astral Space exploration fakes up almost 40% of the game time, although we have 5 players. And it IS so long, because there is no option to just roll the dice a couple of times and be done with it. You have to "roleplay" everything (I go there, hide there, look for a ward there, ascan this, and so on).

Blade
Last night, I thought about a rule to quickly resolve hacking (the way you quickly resolve looking for information on the street by rolling Charisma+Etiquette(street))

The hacker rolls Logic+Hacking, the TR depends on the overall rating of the node :
Rating 1 => TR 1
Rating 2-3 => TR 2
Rating 4 => TR 3
Rating 5 => TR 4
Rating 6+ => TR5+

Modifiers :
VR HotSim : +2
(Hacker's program average rating - target node's firewall rating) / 2
Negative modifiers if the node has some additional security (CI, encryption, data bombs) : -1 to -4
AR : distraction modifiers
Wound modifiers
Probing the target (longer hacking time) : can trade dices for hits.

The numbers might need some tweaking, but it could be useful when you don't want to spend too much time to resolve hacking.
Eugene
QUOTE (RunnerPaul @ Dec 20 2006, 04:44 PM)
Let's use the example of editing a security camera feed. What roll(s) under SGM, do you feel should have been pruned, and weren't?

OK, let's take that example. It's not really too bad as is, since most of the steps don't involve dice rolling. I'd cut the "locate the node" step and move to either hacking it or not. I might even wave away the Edit camera, since the hacker has Admin access and doing so is a trivial task. At any rate, no one in the team is going to do anything until that camera's been successfully hacked. If it doesn't work (for whatever reason), they'll have to think of an alternate plan.

In the data steal example, though, there's a lot of time where it's just hacker vs. GM. You could dump the Matrix perception, and condense the two Browsing for Data tasks. The slowdown comes with all the opposed hacker vs. IC stuff. It'd take even longer if the IC detected him and started a Matrix combat.

It's one thing to have lots of rolls for a fight, because presumably everyone is involved. It's also fine to have the hacker trying to access something -during- said firefight. But it's something else entirely when the other players have to hang out, waiting for the hacker to do their thing.

This might happen in the legwork phase of a mission, when others are talking with a contact one-on-one. But I guess I see that kind of 1-1 PC/GM time as more valuable than 1-1 hacker/GM time (since it involved roleplay rather than dice rolling).

BTW, Serbitar, please don't think that I'm demeaning your Herculean effort. SGM is great, and clears up a lot of questions about how to do things. I'm just thinking about ways to make it even leaner and meaner, as it were.
Serbitar
QUOTE (Eugene)

QUOTE (RunnerPaul @ Dec 20 2006, 04:44 PM)
Let's use the example of editing a security camera feed. What roll(s) under SGM, do you feel should have been pruned, and weren't?

OK, let's take that example. It's not really too bad as is, since most of the steps don't involve dice rolling. I'd cut the "locate the node" step and move to either hacking it or not.


The Problem is, that the camera will be in hidden mode. And this means that there has to be a detect node test. If there was no such test, people could detect hidden nodes without effort and runners would lose an import part of their own security barrier.
Of course a GM should feel free to just skip the locate test, if he thinks it is not necessary or the hacker will succeed anyway. But for completeness, I have to include it in the example.

QUOTE

I might even wave away the Edit camera, since the hacker has Admin access and doing so is a trivial task.


Some Edit tasks are not trivial. Like Only ereasing one person in a video stream. Thats why included it in the example. Again, if a GM thinks that the hacker will succeed anyways, because it is so easy, the GM can decide to skip the test. For completeness and to show how thinks work, I have to include it in SGM.

QUOTE

  At any rate, no one in the team is going to do anything until that camera's been successfully hacked.  If it doesn't work (for whatever reason), they'll have to think of an alternate plan.


So whats the point in this? I dont get this.

QUOTE

In the data steal example, though, there's a lot of time where it's just hacker vs. GM.  You could dump the Matrix perception, and condense the two Browsing for Data tasks.

Dump the matrix perception of whom? The IC? Thats not possible as again, this is a vital part of the hackers defense line. In my example it halved the scans he had to endure and thus was increasing his chances to succeed in the hack dramatically. As a rule of thumb I say: Do NOT dump tests that considerably change the results of something. If it doesnt change a result, dump it a soon as you can.

The two brose examples are there to show the difference between doing something with the proper rights and without. One could easily dump them, and just tell the hacker that it takes longer to find the file (if time is critical, if not, the time doesnt matter).
Again, if a task is so easy that the hacker will succeed most of the time, its a good idea to skip this test.

QUOTE

  The slowdown comes with all the opposed hacker vs. IC stuff.  It'd take even longer if the IC detected him and started a Matrix combat.


Well, thats life. If things go wrong, they take time. There is no good way around that.

QUOTE

It's one thing to have lots of rolls for a fight, because presumably everyone is involved.  It's also fine to have the hacker trying to access something -during- said firefight.  But it's something else entirely when the other players have to hang out, waiting for the hacker to do their thing.

This might happen in the legwork phase of a mission, when others are talking with a contact one-on-one.  But I guess I see that kind of 1-1 PC/GM time as more valuable than 1-1 hacker/GM time (since it involved roleplay rather than dice rolling).


But still, rolling can be done very fast. So this should take way less time than my old example, the astral space exploration.
shadowrun is a RPG where people get dedicated time, where the others just sit and watch. Thats just the way it is.

QUOTE

BTW, Serbitar, please don't think that I'm demeaning your Herculean effort.  SGM is great, and clears up a lot of questions about how to do things.  I'm just thinking about ways to make it even leaner and meaner, as it were.


Far from that. Please keep constructive criticism coming in. Your input is very precise and helps me rechecking my own concepts and priorities.
I think I will add an extra section about "fast hacking" and how to minimize hacking time, where I will try to point out what I think is absolutely necessary to keep the balance and what test can easily be skipped.
Serbitar
QUOTE (Blade @ Dec 21 2006, 07:11 AM)
Last night, I thought about a rule to quickly resolve hacking (the way you quickly resolve looking for information on the street by rolling Charisma+Etiquette(street))

The hacker rolls Logic+Hacking, the TR depends on the overall rating of the node :
Rating 1 => TR 1
Rating 2-3 => TR 2
Rating 4 => TR 3
Rating 5 => TR 4
Rating 6+ => TR5+

Modifiers :
VR HotSim : +2
(Hacker's program average rating - target node's firewall rating) / 2
Negative modifiers if the node has some additional security (CI, encryption, data bombs) : -1 to -4
AR : distraction modifiers
Wound modifiers
Probing the target (longer hacking time) : can trade dices for hits.

The numbers might need some tweaking, but it could be useful when you don't want to spend too much time to resolve hacking.

I have a problem with that. It does not model the real probabilites.

My idea on how to do fast hacking rules is this: Calculate the success probabilites of some standard matrix runs and then design some fast hack rules that model these pobabilities as good as possible.

What I dont like are fast hack rules that have nothing to do with the success probabilities of a real run. If this is the case, a hacker will always feel cheated when he has to it the "worse" way, or even try to abuse this gap.
Blade
If there was a way to fit all the rolls of a matrix run in a single roll, we wouldn't have that much trouble.

Fast hacking rules that exactly fit regular hacking rules can't exist. You'd have to insert in a single roll :
The success probability of various logic+hacking rolls from the hacker, the success probability of firewall+analyze rolls from the node, the success probability of pilot+anaylze rolls from the CIs... The treshold of these test depending on other factors, and some test happening only if one succeded... That could be mathematically done... but that'd be absolutely awful.

So either you accept the simplification or you don't have any fast hacking rules.

As I like being able to resolve some hacking of lesser importance quicker than usual matrix actions, I feel a need for such a rule.

Since most of the hacking is resolved through logic+hacking rolls, it should be a logic+hacking roll. The most important part of the difficulty of a matrix run depends on the rating of the target node. That will be the TR. I chose these numbers, because I felt it went along with the difficulty table (hacking a basic node is simple, hacking an average node is average, hacking a secure node is hard, hacking especially secure node is extreme). Other factors that applies to hacking are taken into account through modifiers : program ratings, VR, additionnal security...

But if you feel like calculating the success probability of each action, the different outcomes, the success probability of each one, and so on, and mix all that in one single roll that takes into account each and every part of the standard rules, I'd be glad to see it.
Konsaki
Why not just make fast combat then too? One attack roll and one defense roll, if you dont beat the attack hits, you die. Could result in alot of dead runners though...

The matrix is pretty simplified as it is... If you really need to make it faster, just have your hacker player roll an assload of rolls for what he wants to do and write them down on paper and hand them to you all at once, then you can play with the rolls and just tell him what happens overall. You can interact with the other players while the hacker does all that.
Blade
So why limit data search to one roll and not play the entire search, rolling for each node you search, rolling etiquette each time you post in some BBS ?

Why only roll Charisma + Etiquette when looking for information on the streets. Why not roll it for each and every people you ask in each and every bar you go ?

I once had a shaman PC who wrestled each morning with a physad PC, it wasn't really interesting to play the entire combat so we just resolved that quickly with "fast combat" as you describe... So that's not that stupid.

EDIT : I may not have been clear enough, I don't mean that the matrix rules should be dumbed down to fast rules, I just say that it'd be nice to have a quick way to resolve hacking actions that aren't useful, or interesting or fun, or challenging. For example, if the hacker wants to hack every low-rating commlink in an area to search for something or if he just wants to have fun by hacking someone's fridge.
Konsaki
I understand what you mean, but if you are just trying to hack into some idiot's rating 2 commlink or rating 1 fridge, and you cant do it in 1 roll, I think you have a serious problem as a hacker...
Now if you are just doing it for RP purposes, like showing off to a friend or something, I wouldn't even make you roll to hack in if you are skilled enough. Like a Hacking skill 3+ shouldn't have any trouble getting into a fragging coffee maker to change the flavor of your friends drink to strained peas...

But if you are rank 1-2, yeah I would make you roll it out because you aren't that skilled. Hell, this could be the practice you need to upgrade your skill without doing a training roll.
Blade
The same with a good hacker trying to hack an average device...
Serbitar
BTW: A 5/5 Hacker in hot VR (12 dice) hast still a 10% chance to lose (not draw or win) in a test against a 3/3 host (6 dice).

negligible rolls start with having 10 more dice (or double the amount, whichever is less) than the opposition (less than 3-4% chance to lose a test).
ShadowDragon
*bump*

Any more progress Serbitar?
Serbitar
Yes, working on it constantly, but not enough at the moment to publish.
I am still covering up the holes to make it kind of "stand alone" so you can just use it as a matrix rules plugin with SR4 without having to read any of the matrix RAW.
Serbitar
OK, SGM 1.1 up now, with various new stuff. No change history yet, though.

At the moment I opted to leave the system reduction on active alert, to make active alert a choice and not an obligatory thing when discovered.

Furthermore Ive updated SHP to 1.10 (including size modifiers to be used with sensor targeting among other things).
cetiah
Cool. I love these little goodies of yours.
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