QUOTE (Tymeaus Jalynsfein @ Aug 20 2013, 06:53 AM)

You have been answered many times, by me, if no one else. He is not exempt. His effectivelness is in controlling the availability oif information on the battlefield. It is in the coordination of that information in such a way that the team is more effective that the Hacker Shines. THAT is the power of the Hacker in combat, not his theoretical ability to screw with someone's smartlink or wired reflexes (which is just stupid, as that equipment should never be vulnerable to such crap in the first place).
So... Things that require the GM to be nice, or for the opponents to be using specific things that many may not? Nowhere near general enough to count.
QUOTE (Tymeaus Jalynsfein @ Aug 20 2013, 06:58 AM)

For anyone in a Security/Military/Shadowrunner professions, Wireless Bonuses are entirely Foolish, and are something that could get you killed before you even knew you were opposed. That is the problem with them. No one in the industry would have their ware wireless enabled, and only their comms would be detectable. Any other stance on that from a professional standpoint is just ludicrous. Who cares what the common man does, they are not the concern of the game.
Or you run silent so that they don't see you - you're already doing the same thing with your comms, and the odds of having anything online killing you don't really scale up from one device online to as many devices as you can slave online.
QUOTE (Tymeaus Jalynsfein @ Aug 20 2013, 07:06 AM)

Actually, it doesn't. Because you still have the No-Brainer of just keeping it offline. None of the characters I have made actaully have need of the idiotic bonuses that are provided. As such, Wireless would never be enabled. *shrug*
A line of reasoning which suggests that you would have a different opinion if the bonuses were stronger. Is this the case?
QUOTE (Shadow Knight @ Aug 20 2013, 08:25 AM)

the problem with your premise is that the Decker does get to use his special ability. you just insist that the Decker get to always be able to apply it. even though no other character has that requirement from you. in fact you specifically make the Decker an exception with your test.not every situation is the place for the Decker to apply their abilities. yet you insist that be the test.
No, actually the decker's not at all an exception, as you'll see in a moment.
QUOTE (Dolanar @ Aug 20 2013, 09:11 AM)

I would like to test other concepts against your test, I don't think we have heard all of the parameters that you test for Rhat, could you detail the requirements for the full test you are basing it on? (if it was already mentioned, I apologize, I don't remember it in the 21 pages we've gone through.)
I'm starting to wonder if I posted it in the first place - and if I have, it's gotten missed. So, in brief but semi-formal definition:
1) It must be general - meaning that it cannot rely on specific elements to function.
- For example, if spell casting required that the mage have access to convergences of ley lines or for the opponent to be using special items that were astrally targetable, that would not satisfy this test.
- It should be noted that this condition does not prohibit exceptional circumstances that deny the use of the ability - such as mana voids, to continue the magic example. What is important is that such conditions are, in fact, properly exceptional.
2) It must be possible for a specialist to make a direct and meaningful contribution to the team's success this way.
- Using Leadership as an example, extra Initiative could mean that the Street Sam gets another pass, or that he can take an Interrupt action that he might have otherwise had to sacrifice a pass for, or it might mean the team has the time to get away from the grenade where they otherwise might not; Rally is very valuable. Direct lets you make any member of the team better at what they do then they would otherwise be, which in a high defense environment can be the difference between the Street Sam wasting That One Adept or missing and leaving that enemy the chance to take someone on the team out. Inspire can be the difference between successfully ambushing the enemy and not, though that's in part due to weird surprise rules.
3) The barrier to entry from within the specialty cannot be very high - it can exist, but it must be minimal.
- To take Riggers as an example, all they have to do is take Gunnery and put a weapon on a drone; that constitutes about the highest barrier to entry.
4) The effectiveness of these actions should be correlated to the barrier to entry for the specialty.
- For example, what a Mage can do in a fight is more effective than what you can do with the Stealth skills alone in a fight, but as the barrier to entry of being a mage is higher, this is certainly acceptable.
As a more general design point (and not a requirement of this test), the action should be against the enemy or segue into action against the enemy. Some of the roles violate this point (such as the Face), but in those cases there's nothing you can do about that so there's no choice but to accept that..
Does anyone take issue with the above conditions? Leaving deckers aside, can you think of a specialty that fails these conditions?