Gelare
Aug 5 2007, 08:31 PM
So, I want to make a Technomancer for this game I'm playing in. Our team is only two people big, so we each get 450 BP to work with, which is just fine, as technomancers are painfully starved for build points and Karma. But anyway, I want him to be able to hack well without slumping down on the floor all the time. Now, since while working with AR you move at meat speeds, that means he needs better reflexes. But here's the thing: technomancers have no way to get better reflexes. Mages can cast Increase Reflexes. Adepts can buy Increase Reflexes. Anyone else can undergo everyone's favorite extremely, painfully invasive cybernetic procedure. And technomancers can...sit on their butt.
So can anyone tell me how to get more meat initiative passes as a technomancer, or barring that, how to hack systems without going into VR all the time?
Kyoto Kid
Aug 5 2007, 08:48 PM
...this has been my argument against Technomancers all along.
The only way is to use Edge (which is limited to how much edge you have & when the GM lets it refresh), or look into combat drugs (which have undesirable side effects though)
.
Tarantula
Aug 5 2007, 08:51 PM
Yeah, Hack them in AR. Whats so hard about that? You don't get your +2 for full VR. and you're at a base 1ap per ip instead of 3. Just pump your stealth as high as you can. The less detected you are, the less you need those extra APs. The only problem is you won't be able to hack in, browse what you need, and command it to open (for example to open a door in front of you) as fast as if you went VR/had more meat IP. (Taking 9 seconds instead of 3 in that example).
Ol' Scratch
Aug 5 2007, 09:11 PM
Err, what exactly stops you from getting something like Synaptic Booster 1 or 2? Yes, your Resonance takes a hit just like a magician Magic does, but that's the price you pay if you want to be good inside the Matrix as well as out...
Tarantula
Aug 5 2007, 09:25 PM
Nothing does funk. As he said, mages can use increased reflexes to get those extra IPs without losing magic. Technos have the options of drugs, edge, a friendly mage, or essence/resonance cost.
Ol' Scratch
Aug 5 2007, 09:26 PM
Mages deal with the real world. Technomancers deal with the matrix. They get their "increased reflexes" in the world they specialize in. Why should they have a speed boost outside the matrix where they're nothing but weak little computer nerds? Or are you advocating that magicians should be able to ahve all of a techmancer's speed inside the matrix via magic, too?
Tarantula
Aug 5 2007, 09:28 PM
Mages deal with the astral. They get their extra IPs while projecting. But they can also get them via a spell in the physical.
Techno's deal with the matrix. They get their extra IPs while in VR. But they can't also get them in the physical without sacrificing their specialty.
Ol' Scratch
Aug 5 2007, 09:40 PM
<just rolls his eyes>
Kyoto Kid
Aug 5 2007, 09:45 PM
QUOTE (Doctor Funkenstein) |
Err, what exactly stops you from getting something like Synaptic Booster 1 or 2? Yes, your Resonance takes a hit just like a magician Magic does, but that's the price you pay if you want to be good inside the Matrix as well as out... |
...letsee:
...-1 to resonance (particularly bad if you have it at only 5 so that you BP's left over for Attributes that your Living Persona is based on.
...minimum of -16 BPs for resources which are sorely needed elsewhere (see above).
I agree with Tarantula, especially on having the ""friendly mage" with that Increased Reflexes spell. Otherwise find yourself a nice reinforced cellar and work from there remotely just like Otaku needed to do.
One thing concerning Otaku, while starting out fairly weak from the physical standpoint their Living Personas didn't suffer from implantation. As a matter of fact they were required to start with a datajack and ASIST converter implants.
Particle_Beam
Aug 5 2007, 10:57 PM
How about having your friendly neighbourhood mage casting Increased Reflexes on you if you want to hack while in AR? You know, these spells can be cast upon other persons too.
Wasabi
Aug 6 2007, 02:45 AM
QUOTE (Doctor Funkenstein) |
Err, what exactly stops you from getting something like Synaptic Booster 1 or 2? Yes, your Resonance takes a hit just like a magician Magic does, but that's the price you pay if you want to be good inside the Matrix as well as out... |
As soon as you drop to Resonance 5 you can no longer get two optional powers on a Sprite compiled/registered with Stun damage as a result. Sprites are key to being a successful TM and all TM's take Stun since there is no submerged power like Centering for magi.
A 5 Resonance seems on paper to be small but remember its not just a cap on stun-based Fading but also used for rolling to success with Resonance based skills and for FADING. It really does gimp a TM to drop to a 5.
That being said, there is precious little a TM can't do from an armored van in full VR if there is no wireless paint involved.
Ol' Scratch
Aug 6 2007, 02:52 AM
Oh wow, you mean there's ACTUAL consequences for wanting to be an awesome Technomancer AND good in physical combat? Who woulda thunk it. That should be changed at once.
Gelare
Aug 6 2007, 03:42 AM
Sorry Doc Funk, but I'm with Tarantula and friends on this one. It's simply bad game design to have a single class like Technomancer that can't get more initiative passes when every single other class can. Honestly, as cool as the matrix is, you can't kill people with it. Whereas you can kill people with manabolts and guns. Heck, even with those extra initiative passes, it's not as though the technomancer would be a killing machine. His maybe one rank in pistols would not do him a whole lot of good. What he could do is provide matrix backup for his teammates at reasonable speeds while still being able to walk. Is walking too much to ask? Honestly. Having the technomancer be dependent on the party mage - who might or might not even exist - to be effective is not good.
Fortune
Aug 6 2007, 03:45 AM
But that's the point. They can get extra IP if they so choose. There is just a trade-off.
Tarantula
Aug 6 2007, 03:48 AM
Yes, but that tradeoff is of terrible proportions in comparison to other character concepts.
Ol' Scratch
Aug 6 2007, 03:54 AM
First, there are no classes in this game.
Second, they can -- as Fortune pointed out -- get the extra IP. It just comes at a cost. Just like everyone else. Mages have to give up a spell slot and buy and bond with a focus, a cyberjunkie has to give up Essence that could have gotten him another limb or some other awesome implants, riggers have to pay a bunch to get some implants instead of a few more drones or vehicles, hackers have the same issue, and an adept has to give up a big chunk of their power points that could have been used for cooler powers.
Look! Everyone has to pay the price for their reflexes. Imagine. That.
Third, how the hell do you propose to give Technomancers a "technomancer-only" way of boosting their reflexes? What? Now they can hack living people and boost their natural reflexes? How stupid would that be both conceptually and mechanically? Very. Especially since they can and do have no less than four options to improve their reflexes (Wired Reflexes, Move-By-Wire, Synaptic Booster, and Cram) outside of the Matrix. WHICH IS THEIR MAIN WEAKNESS -- they SUCK outside of the Matrix.
You want your cake and eat it to? Pay the price. Else you better be advocating that everyone should be able to get boosted reflexes without having any consequences.
Finally, if it's really a problem, just play a hacker. Or is there some other reason you want to ply a technomancer instead? Because they're better and more powerful? No, that couldn't be it... not at all.
hobgoblin
Aug 6 2007, 03:55 AM
maybe its not so much that tm's are underpowered but that mages are overpowered?
hell, with ar interface a mage can now even kick ass online. one pc, all worlds (meat, astral, matrix) covered.
anyone up for a build?
Tarantula
Aug 6 2007, 03:58 AM
Heres the point. A cyberjunkie gives up essence to get the IP instead of a limb or other implants. A techno gives up essence to get the IP. He also gives up resonance which is the very core of what having the technomancer quality is. I note you don't mention that adepts could get cyber to get the extra IP also, which would be the best comparison you can make. Adepts/Mages have a magic rating, which they can lose in order to get cyber for extra IPs. However, they also have the option of using their magic rating in order to gain the extra IPs they need (via powers or spells). Technos have resonance, which they can lose in order to get cyber for extra IPs. But they have no way to use that resonance to gain extra IPs.
Jaid
Aug 6 2007, 03:58 AM
QUOTE (Tarantula) |
Yes, but that tradeoff is of terrible proportions in comparison to other character concepts. |
indeed, i have to agree with this opinion.
the TM already pays for his awesome in the matrix by not having the BPs available to buy skills and attributes to be really good anywhere else.
and if he does ignore his TM abilities in favor of being effective outside of the matrix, then first off, he's ignoring the rule of the TM quality, and secondly, at that point he's traded in 90% of his awesome in the matrix, and can only ever make himself passable or decent in the matrix... which, for the record, a hacker can do for under 100k nuyen/20 BP. which is enough to buy the TM quality, raise resonance to 2 (which will be dropped back to 1 if you get *any* 'ware at all, and can very easily drop to 0 if you're not careful) and buy 5 points worth of CFs. or 1 point in a resonance skill group skill (presumably compiling) and a single CF)
what costs the hacker 20 BPs or so and doesn't require any particularly impressive attributes in the mental area (though of course it's always nice, but not having to worry about needing a 5 in an attribute means you don't need to worry about taking a -1 or -2 penalty to that attribute's max) isn't even quite possible at chargen for the TM (though they can cover up for the holes left in their abilities).
Particle_Beam
Aug 6 2007, 04:01 AM
Is character creation the only place and time where a character concept is considered valuable at all? Doesn't anybody just try and play first and get his character up to the better level together with the other characters played by the other players? Do people here only care about one-shots, or what?
Jaid
Aug 6 2007, 04:05 AM
QUOTE (Particle_Beam) |
Is character creation the only place and time where a character concept is considered valuable at all? Doesn't anybody just try and play first and get his character up to the better level together with the other characters played by the other players? Do people here only care about one-shots, or what? |
if there's one thing i've learned from D&D, it's that sucking for the first 5 levels does not compensate for being awesome the next 5 levels.
translation: the game should be fun from chargen. if being a wizard at level 1 sucks, but renders fighters obsolete later on (while conversely fighters are amazing at level 1, and then get a 1-way ticket to suck later on) that's not a good thing... that means that no matter what level you play at, someone is going to be innefective, which makes it awfully hard to enjoy the game.
Ol' Scratch
Aug 6 2007, 04:07 AM
QUOTE (Jaid) |
...at that point he's traded in 90% of his awesome in the matrix, and can only ever make himself passable or decent in the matrix... which, for the record, a hacker can do for under 100k nuyen/20 BP... |
As I said before, then: Stick with playing a hacker. They're clearly the superior choice and the poor, desperate, grossly underpowered technomancer doesn't stand a chance of keeping up with a hacker! They're just that pathetic. Woe is them. My heart is pouring out for them, it truly is.
Particle_Beam
Aug 6 2007, 04:28 AM
QUOTE |
if there's one thing i've learned from D&D, it's that sucking for the first 5 levels does not compensate for being awesome the next 5 levels. |
Wait? In D&D? The first five levels, that are quickly gone past, and where there aren't any major super-beasts and challenges anyhow, because everybody else would also die so fast?
If I were truly an optimized-focused player wishing to dominate the entire game with ease without any regards to my fellow players, I would always only play wizards or clerics and then change to the first wizard/cleric-directed prestige class as soon as possible. And even if no prestige classes were allowed, I would then simply play either a wizard or a cleric, and nothing else.
D&D is always the bad example to comparing the situation regarding SR, because the really funny stuff in D&D begins with level 8 upwards. And that's when wizards and clerics are leaving all the other classes behind, and only need them to be meat-shields anymore.
hobgoblin
Aug 6 2007, 04:43 AM
how many initiative passes does a sprite get out of the box again?
edit:
found out. all of them get 3 pr default. so yet again the power of the tm lies in the sprites...
Vaevictis
Aug 6 2007, 05:17 AM
QUOTE (Gelare) |
Honestly, as cool as the matrix is, you can't kill people with it. |
Clearly you have never heard of a drone.
QUOTE (hobgoblin) |
hell, with ar interface a mage can now even kick ass online. one pc, all worlds (meat, astral, matrix) covered. |
... as if a mage isn't enough of a karma sink as it is. If the mage is spending karma on computer and combat skills, he ain't spending it on becoming a better mage by initiating and increasing his magic.
Hmm, you know, that sounds kind of similar to the same boat the technomancer is in. Branch out, and you've paid an opportunity cost that's expressed by not being that much better in your specialty.
Look, it sucks to be a technomancer who's got to fight in the meat world. It's true.
... but that's why technomancers have drones. Most of the time, a technomancer doesn't have to fight in the meat world. He has drones -- hopefully commanded by sprites, right? -- to do that for him.
Gelare
Aug 6 2007, 05:18 AM
QUOTE (Doctor Funkenstein) |
QUOTE (Jaid @ Aug 5 2007, 09:58 PM) | ...at that point he's traded in 90% of his awesome in the matrix, and can only ever make himself passable or decent in the matrix... which, for the record, a hacker can do for under 100k nuyen/20 BP... |
As I said before, then: Stick with playing a hacker. They're clearly the superior choice and the poor, desperate, grossly underpowered technomancer doesn't stand a chance of keeping up with a hacker! They're just that pathetic. Woe is them. My heart is pouring out for them, it truly is.
|
Actually, I will play a hacker. The minor benefit of threading and the moderate benefit of sprites are not enough to offset the hacker's ability to be actually competent in the real world. Considering how extremely important it is for a character to have multiple initiative passes in this game, playing a technomancer in a two person party would be tantamount to suicide. It's really a pity that technomancers are so poor, desperate, and grossly underpowered, because their character concept is just awesome. Oh well. Synaptic Booster 2 is probably the best option for a technomancer. Granted, the character's resonance will start at four instead of five, and between the point of resonance and the cost of the procedure he'll be out 42 precious, scarce build points, and his sprites will all suck a little more, and the maximum for every stat he uses in the matrix will be reduced to an more uninspiring level, but hey, I guess it's the player's fault for wanting to play a class with a cool concept that is fundamentally underpowered. Oh well.
Particle_Beam
Aug 6 2007, 05:23 AM
Yes, it is really the player's fault to reduce the character only to his starting combat capabilities at character creation and be done with it.
KiwiTroll
Aug 6 2007, 07:02 AM
Hi there - first post but i really need to stick my oar in.
The issue here is not so much that the technomancer sucks in non VR combat and actions but that the promise of the technomancer idea (which was someone completely immersed at all times) seems to fall flat against other computer users. In AR what seems to be needed is a way for a technomancer to proccess actions online at the same speed as a dumbass gangbanger with wired reflexes. Now AR is distinct from astral space in that it is open to other characters beyond mages and adepts willing to pay up and it is because of this that technomancers should be beefed up for AR actions.
While not RAW I would have no objection to a technomancer getting 3 passes as a free perk so long as only one involved his physical body. It would simulate the immersion idea and would get the TMs out of the bunker the way wireless did for deckers/hackers.
At the moment i would not play a TM as the build seems to be massively inferior to other archetype designs. Especially when you consider the lack of a second path for technomancers in augmenting their capabilities.
Kyoto Kid
Aug 6 2007, 07:02 AM
…a little after the fact, however, I’ve read all the arguments and when it comes down to it, Technomancers are still crocked more than any other archetype. In all the campaigns I’ve been in, a techno would never have survived her first mission. Like they Otaku before them they cannot handle running in the meat world unless they have the big bad Troll Sammy buddy to step in the way and take the bullets for them.
I actually tried to run an Otaku once, and after the second session I retired her. She was totally useless in the field, and therefore a liability to the other team members. Heck, if another character sneezed at her she’d take a serious wound. Where she was at her best was back with her tribe in the hardened bunker they had. The one thing, it’s not much fun to play a character who sits on her bum 80% of the session twiddling her thumbs waiting for the time she finally called upon to go into the matrix (which was often shortcut because a full matrix run took so much time and bored the other players). Otaku made great NPCs but not PCs unless the whole team was Otaku and it was a matrix mission.
The same holds true for Techonmancers. They are a poor concept for a PC on a regular team of runners considering the physical dangers out in the shadows. Yes, a mage needs to bond a sustaining focus. What’s that cost? 3 BPs for the spell slot, 6 BPs in resources for a power 3 sustaining focus, and 3 BPs to bind it for a total of 12 and now she has 3 IPs with no loss to her MA. 5 Karma, and she has that spell slot back. For a technomancer to do the same costs 32 BPs in resources and she loses 1 rating level to her Resonance. So to start with an effective resonance of 5 she needs to spend a total of 65 BPs to buy it at 6, (which also means she needs to submerge to get it back up to 6). This makes that Synaptic Booster 2 effectively cost her 57 BPs at the outset.
As to the chargen argument, I agree with Jaid, the character should be enjoyable to play at the outset and not 50 or more karma down the road. From my experience, surviving to get that Karma with only 1 IP is a pretty tall order. Yeah a Techno can control drones, but those drones won’t help her dodge the next burst from that Sammy when she’s already used her one meatworld IP up.
Cthulhudreams
Aug 6 2007, 07:12 AM
If you gone the drone route, why not detach yourself from the combat stage and send in the clowns then? So you can get face time up and to the "highly dangerous illegal activities commence here" line when people pull out the weapons that are not really concealable ratings, and send in a steel lynx instead?
Ravor
Aug 6 2007, 08:03 AM
Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware.
Mages, well it's considered heresy here, but in a world where Wards are cheap, easy and very common using a spell to get their extra IPs and Stat Boosts isn't really that great of an idea either, even if you have a nice DM who doesn't believe in using the Focus Addiction Rules.
(And that isn't even considering the problem of glowing like a christmas tree on the Astral.)
Fortune
Aug 6 2007, 08:51 AM
QUOTE (Ravor) |
Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware.
Mages, well it's considered heresy here, but in a world where Wards are cheap, easy and very common using a spell to get their extra IPs and Stat Boosts isn't really that great of an idea either, even if you have a nice DM who doesn't believe in using the Focus Addiction Rules. (And that isn't even considering the problem of glowing like a christmas tree on the Astral.) |
I concur. Bio is definitely the better way to go for the Awakened, in my opinion.
Fuchs
Aug 6 2007, 09:04 AM
It also depends on the type of campaign you are running. We house-ruled sustaining spell focuses out a long time ago since we did not want mages to be as fast as samurais, and over time, the game theme changed so that high initiative - or, in SR4, many IPs - became not as needed anyway. We often have entire sessions without combat, or detailed combat, and when we do have combat, the street samurai shines. If you rarely have more than one important combat per evening, an edge point is easily spent as well.
Even in combat heavy campaigns, a focus on tactics and cover, trying to prevent the enemy from getting clear shots at your team (hack their smartlinks, hack the sprinklers and lighting system, send them false orders, etc.), may make high IPs less needed.
Of course, if you generally can't take cover and can't rely on the other team members taking down the enemies quickly, and can't rely on the opposition focussing on those threats instead of on you, then a high number of IPs might be needed to survive.
Blade
Aug 6 2007, 09:46 AM
Drugs.
Take some cram, or jazz: cheap, essence-friendly and astrally inactive!
NightmareX
Aug 6 2007, 11:17 AM
QUOTE (hobgoblin) |
hell, with ar interface a mage can now even kick ass online. one pc, all worlds (meat, astral, matrix) covered. |
Not well, and sure as hell not efficiently.
NightmareX
Aug 6 2007, 11:17 AM
QUOTE (Jaid) |
translation: the game should be fun from chargen. |
It
is. if you don't approach it in typical D&D hack slash fashion. This isn't D&D, it's SR - totally different game, totally different mindset required (or at least implied by the rules and
setting.
This sort of thing is precisely what I was refering to in my thread about the Point of this game
NightmareX
Aug 6 2007, 11:18 AM
QUOTE (Kyoto Kid) |
One thing concerning Otaku, while starting out fairly weak from the physical standpoint their Living Personas didn't suffer from implantation. As a matter of fact they were required to start with a datajack and ASIST converter implants. |
Given the in setting difference between how their powers work, I can totally understand the "implants hurt Resonance" stance the rules take.
QUOTE (Gelare) |
Sorry Doc Funk, but I'm with Tarantula and friends on this one. It's simply bad game design to have a single class like Technomancer that can't get more initiative passes when every single other class can. |
Excuse me? Class? Did I just stray into a WotC forum for a sec here? This isn't D&D friend - the world, the in setting explanation for things (like technomancers) is more important than some arbitrary juvenile "game balance". Thus, it is not poor game design to make the rules reflect the conditions of the setting, but rather good setting design.
Kyoto Kid
Aug 6 2007, 03:02 PM
QUOTE (Ravor) |
Adepts are flat out crazy if they try to get their extra IPs and Stat Boosts from Magic as opposed to bioware. |
...only because the costs of adept powers were not brought into line with the power scale of the game (eg 6 in the old = 4 in the new).
...but let's not continue on this track here, there are other threads that discuss adepts.
Gelare
Aug 6 2007, 04:38 PM
QUOTE (NightmareX) |
QUOTE (Gelare) | Sorry Doc Funk, but I'm with Tarantula and friends on this one. It's simply bad game design to have a single class like Technomancer that can't get more initiative passes when every single other class can. |
Excuse me? Class? Did I just stray into a WotC forum for a sec here? This isn't D&D friend - the world, the in setting explanation for things (like technomancers) is more important than some arbitrary juvenile "game balance". Thus, it is not poor game design to make the rules reflect the conditions of the setting, but rather good setting design.
|
Perhaps it is good setting design, but it is poor game design to not have balanced classes, and yes, I said classes because it is an easy and straightforward way to describe how the mage does not do the same thing as the rigger and never will. I could say "character specializations" and it would mean the same thing but longer. I mean, to be fair, I do really like the Shadowrun setting, it's just awesome, and I really wish that they would release an entire sourcebook about the setting itself, along with all the things that get talked about on these boards that aren't mentioned in the rulebooks. I can't tell you how long it took me to find out that a Thor Shot platform was a satellite that dropped giant tungsten rods from space to kill things. Which, again, is another sweet piece of flavor.
But at the risk of digressing too far, I'd like to go back to technomancers. The point of making the Matrix wireless was so that the hackers could join the rest of their buddies in the field, and in my games they need to because everyone's favorite lead paint blocks Wifi signals as well as anyone could ask. The hacker can move and hack at the same time and at the same speed as the rest of the party. The technomancer can either hack at snail speeds, or he can become a corpse the team has to carry around and hack at regular speeds. It's simply not right, especially considering how potentially cool technomancers are.
PlatonicPimp
Aug 6 2007, 05:08 PM
A technomancer hacking AR style does it by summoning a sprite and sicking it to the task. He doesn't do it himself, he talks to the matrix and the matrix does it for him. Not only is it a viable tactic, it's thematically cool and totally differentiates a technomancer from a hacker. And don't go saying that hackers get agents, so they're even. Sprites are much, much more than agents.
Fuchs
Aug 6 2007, 05:18 PM
Maybe the question should be: Does every character need multiple IPs to survive a battle?
I am not convinced that this is the case if people use cover, tactics, and coordination and let the multi-IP characters shine.
Jaid
Aug 6 2007, 05:38 PM
QUOTE (Fuchs) |
Maybe the question should be: Does every character need multiple IPs to survive a battle?
I am not convinced that this is the case if people use cover, tactics, and coordination and let the multi-IP characters shine. |
it's not about surviving the battle, and it's not about having multiple IPs for attacking.
it's about being able to hack from AR effectively.
a hacker can (with wired or synaptic booster) hack in combat with 3 IPs, thereby allowing them to be effective.
a technomancer can't hack in 3 IPs in combat unless they either take a major hit to their power and pay a huge cost for it, or if they go unconscious and don't have any physical defenses whatsoever.
letting TMs get 3 IPs wouldn't do an awful lot for TMs being able to go offensive physically themselves. their combat skills are probably still 1, possibly with a specialisation. having 3 IPs simply means that they could miss 3 times as often.
all 3 IPs would give them is the ability to actually contribute in combat by hacking while still having at least some awareness and mobility.
and seriously, anyone who wants to argue that the TM can help in combat by hacking the way things stand now... that's just ridiculous. assuming it takes only 1 IP to hack on the fly into a relevant PAN, you're looking at the combat quite possibly being over before you get to actually do anything. unless of course you go into full sim, in which case you've probably been shot several times because you can't dodge, can't take cover, and in general can't act or react in the meatworld.
PlatonicPimp
Aug 6 2007, 05:46 PM
I think we're saying they aren't supposed to. I'm saying they outsoure. Others are saying they stay away from combat. Others are saying you get the essence friendly high grade bioware and suck up a point of resonance loss, the same as a mage.
Face it, a technomancer is not just a weird-ass hacker. The play style is fundamentally different.
Whipstitch
Aug 6 2007, 05:55 PM
QUOTE (Particle_Beam @ Aug 5 2007, 11:01 PM) |
Is character creation the only place and time where a character concept is considered valuable at all? Doesn't anybody just try and play first and get his character up to the better level together with the other characters played by the other players? Do people here only care about one-shots, or what? |
I tried a TM in a long term campaign. Essentially, my TM hit the wall early because submerging isn't really all that great, complex forms are horribly expensive, and skills cost more than attributes at the high end. This would in theory leave attributes as the way to boost your TM, but you can't really afford to leave attributes low (so you can buy them cheap later) because your mental skills are tied directly to the effectiveness of your complex forms; you can't have good forms without good attributes. Did I manage to do a few things a hacker couldn't of done? Once or twice, I suppose, although it would be more accurate to say my sprites did things a hacker could not have done. I also got knocked out or nearly killed by long matrix endurance runs through minor obstacles a hacker would have breezed through, since light fading and 'trix combat damage goes straight to your actual damage track rather than dinging up your Icon (which you can just patch up with medic anyway). Eventually I ended up dinking around and blowing all my karma on specializations (they're at least affordable), and eventually I actually fended off a ganger all by myself. A proud day to be sure. Meanwhile, the hacker/social adept my brother played a few sessions back was several different flavors of awesome. In fact, if anything, I'd say I like the idea of playing a TM for a one shot adventure with some decent matrix action better than I like the idea of playing through a long campaign and hoping all the runs have a ridiculous enough matrix obstacle to require using my sprites, thereby justifying my TM's existence.
odinson
Aug 6 2007, 06:01 PM
The problem is the assumption that everyone needs 3 IP's. The group we play in now everyone except the street sammy has 1 IP. The sammy only has 2. If you compare min maxed characters then yeah, the techno really sucks in the meat world. Thats because you've made him an uber specialist matrix hacker and everyone else has made awesome combat guys. If you all have well rounded characters then nobody would suck in one particular area. If you want to be a techno street sammy then get the bio and cyber and suck up the resonance loss. There is always karma to improve the character so he's the best at everything. If you want your starting characters to be the best everywhere play a 700bp game. You're starting characters. You should be ok everywhere and kinda good somewhere else.
Whipstitch
Aug 6 2007, 06:08 PM
You guys must play in a world where all the LoneStar officers don't keep Jazz in the glove compartment.
Fuchs
Aug 6 2007, 06:08 PM
I rarely envision combat as some "quickdraw, shoot them dead in 3 seconds, don't waste any action on going prone, kneeling, or even seek cover" affair. So, I can see a lot of situations where people take cover, the hacker hacks while the rest keeps the opposition at bay, and then moves in coordination.
Ravor
Aug 6 2007, 06:14 PM
Plus something that all too often gets forgotten is that in Fourth Edition almost everyone will have a Dicepool of only 4-8 Dice before equipment modifiers so you don't really have to make Runners that roll buckets of Dice in order to survive and thrive.
And 2 IPs are easy to get, in my opinion 3 IPs aren't generally worth the extra effort unless your DM forgets the basic rules of the Sixth World and goes into "arms race mode" OR you really are playing a best-of-the-best-world-class Prime Runner campaign. (And quite frankly I find those rather boring most of the time.)
*Edit*
Hell in my campaigns most sec-guards have access to combat drugs, although of course not all of them are necessarily willing to take them, but that doesn't mean that 3 IPs are "must have", combat gets alot more interesting if you have to win on tactics as opposed to just getting to shoot more often.
Vaevictis
Aug 6 2007, 06:20 PM
I would just like to point out that it doesn't matter how many more IPs your enemy has than you... if you kill them on the first pass.
Whipstitch
Aug 6 2007, 06:35 PM
One houserule I thought I'd suggest: Let Overclocking give you an extra initiative pass when using AR that can only be used for matrix actions. Or, hell, you could make it it's own Submersion if you want. Name it Matrix Multi-tasking and call it a day. Combat Hackers would still be more flexible at AR hacking with wired reflexes, but at least it'd give TMs a way to be more effective 'trix side while still being aware of their surroundings.