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Ghostfire
Greets,

Basically, I've run into an issue with technomancers that I simply can't get over, personally. Without starting a huge holy war, let us assume that, over the course of, say, a 300 karma career, TMs and hackers are roughly equivalent, when you average how good they are in the matrix at various points along a 300 karma/300k nuyen timeline. Yes, those numbers are randomly plucked out of the ether, but please bear with me.

My problem isn't with TM powerlevels in the matrix. My problem is a more general one: every other character type out there in 4th edition has general use outside of their speciality. Hackers can make credible street samurai or faces. Adepts can be good hackers/riggers. Mages, in addition to laying waste to Body 15 trolls with a mere thought, get to have a great deal of speed and general utility via spells. Etc.

Technomancers, though, are good at one thing: the matrix. They are required to be physically frail and have almost no impact in the real world in order to gain equivalence with a hacker. To me, that just doesn't seem fair. I'm going to be running a large game soon, and I want TMs to actually be played by PCs rather than be relegated to NPCs who occasionally show up. Yes, I realize they get to have drones, but that doesn't really address the problem. Hackers get them, too, after all.

In short, I'm looking for workable solutions to make TMs a little less one-dimensional. So far, my favorite solution (because I typically favor grabbing the bigger hammer) is to simply divorce resonance from essence -- ie, TMs can load up on cyberware.

Thoughts?
Ancient History
You do realize that nowadays, the Matrix is everywhere? Augmented reality-upgrade now!
ShadowDragon8685
That seems like a reasonable soloution to me. It also solves the "Are Technomancers another form of Awakened" with the answer "No, they are not". smile.gif
Mr. Unpronounceable
Why wouldn't a technomancer, whose mental attributes (charisma, intuition, logic and willpower) are all encouraged to be as high as possible, make a decent face?
Moon-Hawk
Because they don't have any BP left for social skills. biggrin.gif
ShadowDragon8685
And they can't Skillwire those skills, because that would cost them their precious bodily fluits.
Moon-Hawk
Do you know what Flouridation of water is, Mandrake? spin.gif
Mr. Unpronounceable
QUOTE (Moon-Hawk)
Because they don't have any BP left for social skills. biggrin.gif

Well, ok, so they'd be mediocre out-of-the-box, but over time, could easily grow into that role.

At least as well as any non-social-adept awakened character anyway.
sunnyside
While your point is valid, TMs don't have a lot of room to mix it up, I just wanted to make sure that you realize that a TM drone is not the same as a hacker drone. The hacker drone can be spoofed, the TM drone cannot. The hacker has to load a drone up with a super expensive system to get high ratings running on it, the TM can go with the "off the shelf" model.

Also a TM, starting, should be an order of magnetude more potent in the matrix.
Jaid
hackers get drones that make riggers cry. not even the adept rigger can compete with the technomantic rigger, and that's saying a lot.

seriously, you might think that riggers get drones too so it doesn't count for anything, but remember that the rigger's drones aren't throwing 15 dice on dodge tests or 26 dice on their gunnery tests, most likely =P (assuming the TM is doing the rigging directly, that is... if it's a sprite, then it would be a bit more reasonable =P )
knasser
QUOTE (sunnyside)
Also a TM, starting, should be an order of magnetude more potent in the matrix.


And there's something *I* don't like. Certainly you can make a dual role hacker-something character, but if someone wants to be a pure, old-school decker, they're always and eternally going to be in the shade of a technomancer.

Technomancer: "I compile software with my frontal lobes and become one with the very structure of the matrix. What do you do for a hobby?"

Hacker: "Um, I studied for years to learn how a program is put together and what code really is."

Technomancer: "Bah! I just woke up one day and was better than you. Take this gun and learn how to be a Samurai."

Hacker: *cries quietly*
Ancient History
Now see, a real hacker would shoot the technomancer in the head and say "Code this, Neo."

Or else have a trio of agents fire a black hammer across his precious frontal lobes while saying "I may not be uber, but I have learned artful."

Hell, I'd even settle for turning on the jammer you have installed in your cyberarm and beating the technomancer to death.
knasser
QUOTE (Ancient History)
Now see, a real hacker would shoot the technomancer in the head and say "Code this, Neo."


That's a cute line and consider it stolen... but that's not a "real" hacker. That's precisely someone who isn't a real hacker and is turning to other roles to compensate for no longer being allowed to be the specialist.

Even if the hacker could compete with the technomancer, he'd still lose out thematically, because the technomancer has a mystic connection that will always transcend the hacker's understanding. You could stat up Fastjack or Dodger and neither one would be able to understand what the eight year-old technomancer does or to achieve the same intuitive understanding of the Matrix. But that was only if the hacker could compete with the technomancer. In truth they face rules redundancy also, They will have broader skills (probably) but that never counts as much as being able to say "I'm the best."

Existance of Technomancers = Pure Hacker No Longer Viable Archetype.
sunnyside
Just to be clear a technomancer does not automatically get hacking 6 and resonance 6. Artistic licence of the writers aside. nyahnyah.gif

I would rate a TM like that as someone who has studied a whole lot. Though granted they probably have a very strong tendency to spend a lot of time in the matrix honing their skills.

But you are right, in the crazy wireless world of SR4 the hacker who is a shut in is really not around anymore. Or rather they would be 200-300BP chars. And fastjack and dodger are getting old.

Actually I suppose you could get someone studying their skills up to 7's and making their own level 7 stuff. And they wouldn't for all their effort be as good as a TM.

Still though they do have one edge going for them that they never lose. They can always run cold, or even flick to AR if they start taking a beating from some black ice(making the target icon have to switch out their black attack program.) The TM never can, and someday that will get them.

I hadn't thought about it, but onlne murder may become more common. It isn't very effective against deckers as unless they're in the middle of a run they're probably running cool or AR. But anytime a TM is online, which is generally all the time, someone could just come up and blow their brains out.

Back on subject how do people think a pure sprite TM would work. They could spend BP only on the TM quality, a high resonance, and fives in compile and register. That's only 110 BP. They also might not need so much in their stats. Like logic. With the rest of their BP they get other usefull skills and stuff for the real world.
Buster
Can someone post side-by-side optimized Technomancer vs. Hacker characters that we can compare? Using straight by-the-book 400bp starting characters (i.e. max 200bp in attributes, etc.).
Jaid
you'll have to narrow that down. do you want a focus on just hacking, or do you want other things also?

in any event, i'm not particularly convinced that hackers are really obsolete. the simple fact that the hacker can never be as overpowering in one thing as a technomancer tends to ignore the fact that a technomancer has a really hard time being good at multiple different tasks at the same time... the more stuff you have to thread at once, the harder it gets for a TM to do anything at all.

so sure, TMs can be really good, but that tends to have it's own limitations, within the matrix as well as outside of it.
TheRedRightHand
It's evolution, baby.

New and improved makes the old ways die off. If Hackers can't hack it anymore then it's time to shuffle off to Buffalo. That's just the way it is.

At least the developers are keeping the evolution of the game world "real". If things change then everyone has to struggle to keep up and if that mean some people fall to the wayside and your hacker can no longer be the best, well boo-hoo for him. Suck it up and evolve or retire.
knasser
QUOTE (Jaid @ Jun 26 2007, 11:05 PM)
in any event, i'm not particularly convinced that hackers are really obsolete. the simple fact that the hacker can never be as overpowering in one thing as a technomancer tends to ignore the fact that a technomancer has a really hard time being good at multiple different tasks at the same time... the more stuff you have to thread at once, the harder it gets for a TM to do anything at all.


But that was what I said in the first place. Being able to say "I can do lots of things okay" never compares with the person who can say "I'm far better than you will ever be at what I do."

It's the flavour reasons that really kill off the hacker - he will always be at a dramatic level far below the "one with the Matrix" technomancer, but the rules support the TM being better than he could ever be and that counts for a lot in how characters are perceived.

QUOTE (TheRedRightHand)
At least the developers are keeping the evolution of the game world "real". If things change then everyone has to struggle to keep up and if that mean some people fall to the wayside and your hacker can no longer be the best, well boo-hoo for him. Suck it up and evolve or retire.


The point of playing the game is to have fun. Knocking out an archetype that many people enjoyed by introducing a superceding archetype reduces the fun of those who want to play that archetype. In game, a character can say "suck it up." You don't say that to your players.
Samantha
I'm currently playing a Technomancer. With what you guys are saying, I did something WRONG because I'm being overshadowed by a rigger in everything.

Here's my build:

http://67.189.94.71/cgi-bin/wiki.pl?Shadowrun/Skitzer
sunnyside
From a player point of view though all the old "combat hackers" are probably quite happy with the rules. TMs may be better at hacking, but combat hackers are used to not being quite the best. But now they have a much much easier time of things.

Also it's now easier to bridge out into things other than combat. A hacker can be pretty much anything else as well now. Even a mage.

A player who liked playing the old shut in could now just play a TM, which has largely taken that role.

All that's missing in the starting character who puts all his starting resources into technological means of hacking, in order to be the best starting hacker.

Also if those players don't mind a little magic there is still the hacker adept. This lets you put another 70BP into hacking. And really makes them quite formidable. In some ways they still can't match a TM it must be admitted, but they're at least contenders.
Samantha
I'm starting to think a combat hacker would be more fun for me. All I've gotten to do so far is badly forge a pair of tickets to get into a concert.
Jaid
1) complex forms cannot be higher rating than your resonance.

2) from a min/max perspective, no CF should ever be taken at a rating lower than your response

3) dump decompiling. also dump forgery... you have no skills to use it with (note: forgery is used for forging art and signatures etc, not for forging ID)

4) mage sight goggles? you have *drones* for that sort of thing.
Samantha
I see..
Ghostfire
Thanks for the responses. The conversation, thus far, has ranged about, as I thought it would. Still, I haven't seen a lot of examples of ways to make TMs a little less specialized.

I'm not trying to debate specialization versus generalization. I'm just trying to make TMs a little more diverse than 'that guy who can do anything in the trix but is useless in a firefight'.

bait
QUOTE
My problem isn't with TM powerlevels in the matrix. My problem is a more general one: every other character type out there in 4th edition has general use outside of their speciality. Hackers can make credible street samurai or faces. Adepts can be good hackers/riggers. Mages, in addition to laying waste to Body 15 trolls with a mere thought, get to have a great deal of speed and general utility via spells. Etc.


Not without sacrificing something along the way, each of these archetypes have something to buy to further there chosen path or chose to follow another path at the cost of the main one.

This is reflected in the core of the character building section, you can only raise a single stat or skill to the maximum as the start and it costs a significant portion of your BP. ( With skill groups being capped at maximum of 4 when starting.)

A TM's main limitation is with cyberware/bioware as it directly impacts his core abilities, however something thats more skill oriented is less impacted by this.
odinson
How about hackers coding their own programs at ratings way above 6. Yeah, it'll take some time, but a hacker can have rating 9 or higher programs alot easier than a techno can have CF's that high (not including threading). If you had a hacker with computer 6 specialization in programing and a logic of 6(cool.gif, to code a rating 12 program you would roll 16 dice on an extended test (24, 1 month). If all you did was buy successes then it would take you 6 months. The way we play it's usually one or two runs a month game time. So 12 games and the hackers got a rating 12 program. Hacker adepts can really tip the scale with a bunch of extra dice on the roll making that happen alot quicker too.
sunnyside
Ok one the high programs, the trick there is that no costs are listed for hardware over rating 6 and you need a cost to make the hardware, and you need the hardware to make the soft.

In short there aren't rules for making higher level stuff for PCs. This is backed up in published missions so far as even on core company servers the ratings never clear 6 (except for firewall which isn't limited by hardware).

But I guess you could just make up a value and have rating 12 hackers and systems in your games. That would bring fastjack types back really fast. Still the rulebook seems to lean toward rating 7 being the highest of military stuff, or maybe zurich orbital.

Also I advise applying the "you only get as many tries as you have skill" rule to rolls to make stuff, but RAW you wouldn't have too.

@bait. A TMs restriction is not just the cyberware thing. Generally their BP demands make their physical stats very low and their skills for anything not matrix related tend to hover around 1, if they have them at all. They are that focues.

@ghostfire. I think the option of the pure sprite TM would be viable. Especially if you don't insist at starting at rating 6 (though I would advise doing so). This would give you a goodly number of other skills and respectable stats.

Alternatively a TM can be pretty mecha. For example they may not be able to shoot a rifle very well. But if you put a sniper rifle on a light mechanized mount they'll be a fine sniper. Maybe a little eye drone or something they can mount on their head. It gets a little tricky to juggle things right for that.

@Jaid How are you getting 26 die on a gunnery test?
odinson
The only limit for programs due to hardware is response and that only limits the number of programs you can run. System is software and it's the only thing that limits program max rating.
Jaid
26 dice on a gunnery test:

1) 5 resonance, 5 command CF. thread up to 10. rating 4 registered sprite boosts that to 14.
2) gunnery 6 (specialisation +2... i recommend ballistics)
3) codeslinger (control device) another +2
4) hotsim (another +2)
5) smartlink (another +2)
6) machine sprite diagnostics power on the gun (use a rating 6 compiled but not registered sprite, average of +4)

that, right there, is in fact 32 dice (28 if your GM decides to make your absolute CF cap at double resonance, not just increases from threading). you can, of course, get more by:

1) using a higher rating sprite to boost your CF.
2) getting your resonance and command CF higher
3) using a higher rating machine sprite to apply the diagnostics power
4) buying the aptitude quality in gunnery.

all of those further boosts, of course, are quite excessive... to put it bluntly, for a TM to get 26 dice on gunnery tests is *easy*. the main thing, of course, is getting the command CF to absurd levels. the higher it goes, the higher your starting dicepool is for dodge (effective attributes equal to your command CF means that your reaction starts off at 14 with this build, +2 for hotsim... like i said, it's not hard).

like i said, riggers may get drones, but technomancers make those rigged drones look like some sort of joke.

the tradeoff being, of course, the cost for the technomancer is much greater than the cost for the rigger, even the adept rigger (which some/many people seem to be quite opposed to, at least in the sense of an adept who has adept powers that work through the matrix)
Wasabi
The machine sprite power 'Diagnostics' means any character can get several bonus dice for HOURS on everything a subscribed device does. Snipers and their smartgun links, riggers and their drones/vehicles, heck even an autodoc ALL can get hours of bonuses for one compiled machine sprite's service. Even with making perception tests through the drone or smartgun. Its SICK.

That one power, properly employed, will insure a TM never has dead-air during a mission.
mintcar
QUOTE (Wasabi)
The machine sprite power 'Diagnostics' means any character can get several bonus dice for HOURS on everything a subscribed device does. Snipers and their smartgun links, riggers and their drones/vehicles, heck even an autodoc ALL can get hours of bonuses for one compiled machine sprite's service. Even with making perception tests through the drone or smartgun. Its SICK.

That one power, properly employed, will insure a TM never has dead-air during a mission.

Your team-mates will love you if you use it to support them. If you tell them, that is. Otherwise you can watch their expression when they succeed on impossible tests, and then stand in the back with a sly smile when they brag about it.
Dashifen
I guess that comes down to how you feel the Sprite conveys that information to the person using/repairing the device. I always pictured the sprite actually working with the user of the device and, thus, they'd know they were getting said help. I guess, in a way, my view on the diagnostics power is nothing more than a teamwork test with a Sprite.

Regardless, it is quite wonderful.
Moon-Hawk
QUOTE (sunnyside)
Back on subject how do people think a pure sprite TM would work. They could spend BP only on the TM quality, a high resonance, and fives in compile and register. That's only 110 BP. They also might not need so much in their stats. Like logic. With the rest of their BP they get other usefull skills and stuff for the real world.

This is an interesting idea.
Of course, they won't be able to get much cyber, so they'll probably be needing the full 200BP in attributes, but since they don't need to have fantastic values in ALL of their mental stats, they've got some wiggle room here.
But now the question is, what do they do with their remaining 100BP or so? With no magic and no cyber, their options are pretty limited. They could be a face, or a rigger, but those options were already good options for a regular technomancer. They could get some conventional hacking skills and a commlink. smile.gif

I like the idea of making a usable technomancer for 110 BP, but technos have other limits beyond their huge BP costs that you just can't get around.
Ideas?
sunnyside
I do wish they'd written the diagnostic thing a bit clearer in the whole conveying the info business. I mean what do they tell a general person that suddenly gives a massive test? Works with TMs with a little hand waving.

The command thing is interesting. Though it must be noted that it DOESN'T work if the TM is actually rigging the thing (says so explicitly in command). It has to be some kind of not-quite-rigging thing, but not a command to the pilot.

Alright this is just retarded. I can't give you a RAW reason why you couldn't just sit in the drones node and control the drone via the command program. We might as well just call this "super rigging" because unless you have a crap command program even for a regular rigger this is vastly superior to rigging in every way I can think of, more dice,and no damage from the drone getting hit, can flick to AR (such as if you're worried about a crash, and you aren't a TM), and, seemingly from RAW, you could allow the loaded pilot program to handle some things (piloting) while you do the shooting. I suppose you could say in this not-quite-jumped-in mode that you don't get the -1 threshold.

So even without sniping skills (well maybe one point and a spec) TMs are the best snipers out there if they mechanize the weapon.

Lord help us all if they put some way to make exoskeletons in Arsenal.

@odinson Sorry but check p213. System is limited by response. So per current RAW a PC can only get rating 6 progs/hardware except for firewall. Due to their "level 7 is the super insane stuff" philosophy I don't see them opening this up in unwired.
Kerris
Do you even have to sit in the drone's node? I'd assume you can just sit in your own node and command from there.
FrankTrollman
QUOTE (Buster)
Can someone post side-by-side optimized Technomancer vs. Hacker characters that we can compare? Using straight by-the-book 400bp starting characters (i.e. max 200bp in attributes, etc.).

Sure.

Here's the core of the min/max Hacker:

Adept: 5
Magic 3: 30 (1 Essence and Magic lost and paid for)
A 5/5/6/6 Commlink, and every program at 6: 22 (for the 110,000 nuyen.gif to do that)
Basic Cyberware (Datajack, Cybereyes, Control Rig): 4 (for the 20,000 nuyen.gif to do that)

Electronics 4: 40
Cracking 4: 40

Multitasking, Improved Hacking +2, Improved Electronic Warfare +2, Improved Cybercombat +2, Whatever you want for 1.

So that's 141 BP and you walk in with dice pools of 11 at everything (and they can run full VR). 200 BP on attributes, and you've got yourself a character who has 59 BP to spread around and be good at something else (minimal Stealth, Firearms, and Athletics, for example, and an OK Edge).

A Technomancer can get similar dice pools in some things. With a Resonance of 6 (65 BP), a pile of rating 6 CFs (at 6 BP a pop), all three skill groups at 4 (120 BP), and some nice mental stats (however much you want to spend, really), and you're walking in with a character who can do exactly one thing: which is to perform many hacking operations with 10 - 15 dice.

Is that problematic? Fuck yeah it is. The focused Hacker not only has more points left over for other non-hacking things, but he's actually as good or better at a majority of hacking related tasks.

-Frank
grendel
RAW p. 237. Diagnostics only works on an electronic device. A gun is a mechanical device.
sunnyside
@grendel They're saying (and it's hard to argue with) that a gun on a drone is a mechanical device. So if a TM wanted to be a sniper what they should have is a tripod that's mechanized with some servos and the like plus a comlink. So they set it up and sit down next to it while running it via the matrix.

@Frank Are you even reading the stuff that is being laid down in regards to technomancers? I'm not even talking about the drone stuff. Sure a hacker adept and a TM may roll similar die on some tests. But however many die you roll on exploit stealth 6 and stealth 12 are very different beasts. And stealth is a good 90% of hacking, especially in a hard system. Similarly even if you roll the same dice a rating 12 black hammer and a rating 6 are very very different.

And of course all the sprite stuff that a hacker can simply not replicate with agents.

Let me re-iterate the stealth thing.

When hacking you may have to roll for a lot of things. Maybe you're browsing, tapping a comcall, breaking encryption left and right. But most of that you can re-roll on or the test isn't that bad. Either way they're rolling roughly the same die.

But when you're busting into the system, it's a matter of whether that system can roll enough to clear the threshold of your stealth. Which means with rating 6 systems even a probing Hacker has a ~20% chance of getting caught and buried in IC. If they're hacking on the fly something like the Ares system from missions (all 6's except firewall at 10) they'd absolutley have to get those 10 hits on the first roll, or they're almost certainly detected, and even if they manage on the first shot they still have the ~20% chance of detection. A TM can leasurely make two rolls and still have a 90% plus chance of getting through undetected.
Cochise
QUOTE (grendel @ Jun 27 2007, 08:32 PM)
RAW p. 237.  Diagnostics only works on an electronic device.  A gun is a mechanical device.

But the smartgun system attached to gun is electonical ... And firing the gun through thought input on said smartlink is technically the use of said electonical device ...
knasser

I'd have to agree with what Sunnyside just said, but also point out that one of the issues here is whether the rules have rendered an archetype obsolete, and for many of us, a magical (adept) hacker doesn't fit that archetype. A min-maxed non-adept would be a more interesting comparison for the purposes of several of us, and it would obviously fare worse than the adept. I don't think I'm really talking about the usual trade-off between character and min-maxing. This is about an entire category of character types being the trade-off.
grendel
QUOTE (Cochise @ Jun 27 2007, 12:34 PM)
But the smartgun system attached to gun is electonical ... And firing the gun through thought input on said smartlink is technically the use of said electonical device ...

But then the bonus would add to 'using' the smartlink, not using the weapon. And even though the weapon fires through an electronic impulse, the basic function of the weapon is still mechanical. Diagnostics is specifically limited to an electronic device. There's nothing electronic about putting a bullet on a target. That's a function of mechanical ballistics. Now if the TM was using sensor enhanced gunnery and the sprite used its diagnostics on the drone's sensors, then the bonus would apply.

Additionally, command is not applicable for drone gunnery. If the TM is jumped into the drone, he rolls Logic + Gunnery. Hot Sim, Smartlink, and TM bonus apply, but command has nothing to do with it. If the TM is commanding a drone to fire the weapon, then the drone rolls Pilot + Targeting autosoft. Reference Gunnery on p. 162 and Fire a Weapon System on p. 239 RAW.
Kerris
QUOTE (grendel)
<snip>That's a function of mechanical ballistics.</snip>

And physical skill, of course.

Also, even if diagnostics could apply to a smartlinked gun, it wouldn't do anything, because you don't get a dicepool for using a smartlink. You get a flat +2 to a dicepool.
sunnyside
QUOTE (Cochise @ Jun 27 2007, 02:34 PM)

But the smartgun system attached to gun is electonical ... And firing the gun through thought input on said smartlink is technically the use of said electonical device ...

I'd have to say no to that. While the smartlink is there and is electronic actually aiming and fireing the gun is done with the old meat.

As far as the regular hacker goes, a maxed starting char would be

hacking 7 (aptitude)
cybercombat 4
EW 4
electronics 4
(The good comlink, progs, basic cyber)
(The good qualities)
Edge 7 (You're going to need this every time you run a high end system)

And you might want to go ahead and pay for the parts for your rating 6 hardware because thats the very first thing you're going to want to do when the game starts, possibly before the first run if you're able.

All of that will cost you a good 255BP so you're starting to seriously dig into this characters ability to be multipurpose. This would probably be the equivalent of the old dedicated decker. How would they play? Well they'd hack pretty well, generally matching franks adept at least at first.

Of course an adept could have the same stuff and add their magic in (likely dumping stats hard to fit it). And fundamentally they aren't going to match up with a TM most of the time. Though they wouldn't suffer fading or waste time whipping up sprites/threading, and they can run in "cool" mode or AR.

Anyway the old dedicated hacker still exists but they aren't the king of the hill anymore.

And you wondered why everybody suddenly hates the TMs in Emergence? biggrin.gif (They'd probably hate the hacker adepts but those guys are keeping their traps shut about it. )
Cochise
QUOTE (grendel)
But then the bonus would add to 'using' the smartlink, not using the weapon. 


And the use of the smartlink device does what?

1. It adds +2 to the dicepool used
2. It allows a wepaon to be fired through its usage.

QUOTE
And even though the weapon fires through an electronic impulse, the basic function of the weapon is still mechanical.


Which is rather unimportant for the fact that you still "use" the smartgun device.

QUOTE
Diagnostics is specifically limited to an electronic device.


It specifically is limited to the use and repair of the electroncial device in question.
Prize question there: Do you "use" the smartgun device for firing or not?

QUOTE
Additionally, command is not applicable for drone gunnery.


Quote on the rules for that part ...

QUOTE
If the TM is jumped into the drone, he rolls Logic + Gunnery.


That the case when he "assumes body" (like a "rigger" in old days).

Sidenote I: I'm not necessarily in favour of what is presented above, but unless you can provide hard fact that a TM cannot use "command" or "diagnostics" in terms of RAW in the described manner, then your opinion is just that: an opinion.

Sidenote II: the german translation has an addition to its wording of diagnostics that excludes weapons and vehicles from its use. However, the problem there still being that even with that addition a sound argument can be made, that the use of either a gun or a vechicle through an electronical device (like smartlink or the rigger adaption of a vehicle) still qualifies.

_____________

QUOTE (sunnyside)
I'd have to say no to that.


Based on rules or just opinion?

QUOTE
While the smartlink is there and is electronic actually aiming and fireing the gun is done with the old meat.


Particularly the part about fireing is wrong.

______________

QUOTE (Kerris)
And physical skill, of course.


Whcih is neither requirement nor hinderance for the use of diagnostics

QUOTE
Also, even if diagnostics could apply to a smartlinked gun, it wouldn't do anything, because you don't get a dicepool for using a smartlink. You get a flat +2 to a dicepool.


Using a smartlink to fire a gun would both qualify for the +2 on the act of firing as well as usage of the electronical device that is boosted via diagnostics.
Moon-Hawk
Ooh, I thought of another useful role for the technomancer. With diagnostics in a medkit and a decent first aid specialization, they could make a damn impressive medic.
Kyoto Kid
QUOTE (FrankTrollman)
QUOTE (Buster @ Jun 26 2007, 05:39 PM)
Can someone post side-by-side optimized Technomancer vs. Hacker characters that we can compare?  Using straight by-the-book 400bp starting characters (i.e. max 200bp in attributes, etc.).

Sure.

Here's the core of the min/max Hacker:

Adept: 5
Magic 3: 30 (1 Essence and Magic lost and paid for)
A 5/5/6/6 Commlink, and every program at 6: 22 (for the 110,000 nuyen.gif to do that)
Basic Cyberware (Datajack, Cybereyes, Control Rig): 4 (for the 20,000 nuyen.gif to do that)

Electronics 4: 40
Cracking 4: 40

Multitasking, Improved Hacking +2, Improved Electronic Warfare +2, Improved Cybercombat +2, Whatever you want for 1.

So that's 141 BP and you walk in with dice pools of 11 at everything (and they can run full VR). 200 BP on attributes, and you've got yourself a character who has 59 BP to spread around and be good at something else (minimal Stealth, Firearms, and Athletics, for example, and an OK Edge).

A Technomancer can get similar dice pools in some things. With a Resonance of 6 (65 BP), a pile of rating 6 CFs (at 6 BP a pop), all three skill groups at 4 (120 BP), and some nice mental stats (however much you want to spend, really), and you're walking in with a character who can do exactly one thing: which is to perform many hacking operations with 10 - 15 dice.

Is that problematic? Fuck yeah it is. The focused Hacker not only has more points left over for other non-hacking things, but he's actually as good or better at a majority of hacking related tasks.

-Frank

...I have to agree with Frank on this. Though not an Adept , My Hacker VIolet is pretty effective in the meat world as well. She may be no sammy, but she can hold her own in a fight, makes an excellent B & E operative, can sneak into installations (with or without a disguise), and even mess with a local power grid. What's more, she can act more than once per turn outside the matrix.

With her logic of 7 (augmented) she has an 11 DP for all technical tasks which she has skill in. In our campaign, where matrix ops is Skill +Attribute governed by programme rating, she has a DP between 12 - 14 (depending on if a specialisation comes into play) almost a good as a dedicated technomancer with a 6 Resonance.

This is where Technomancers break down in my opinion for, like Otaku before them, they have to sacrifice too much of their primary ability to not get totally whacked or be pretty much useless in the meat world. As Frank mentions, they are forced to be too focused on the matrix to really do much of anything else. True, in the long run (and I mean "very long" considering the Karma costs for submersion and increasing Resonance), a Technomancer can become pretty tough, But I have yet to be in a regular campaign that lasts that long to see any real benefit.

For me, it's the "quick & dirty" way of the Hacker. cyber.gif
Ghostfire
QUOTE (Kyoto Kid)
QUOTE (FrankTrollman)
QUOTE (Buster @ Jun 26 2007, 05:39 PM)
Can someone post side-by-side optimized Technomancer vs. Hacker characters that we can compare?  Using straight by-the-book 400bp starting characters (i.e. max 200bp in attributes, etc.).

Sure.

Here's the core of the min/max Hacker:

Adept: 5
Magic 3: 30 (1 Essence and Magic lost and paid for)
A 5/5/6/6 Commlink, and every program at 6: 22 (for the 110,000 nuyen.gif to do that)
Basic Cyberware (Datajack, Cybereyes, Control Rig): 4 (for the 20,000 nuyen.gif to do that)

Electronics 4: 40
Cracking 4: 40

Multitasking, Improved Hacking +2, Improved Electronic Warfare +2, Improved Cybercombat +2, Whatever you want for 1.

So that's 141 BP and you walk in with dice pools of 11 at everything (and they can run full VR). 200 BP on attributes, and you've got yourself a character who has 59 BP to spread around and be good at something else (minimal Stealth, Firearms, and Athletics, for example, and an OK Edge).

A Technomancer can get similar dice pools in some things. With a Resonance of 6 (65 BP), a pile of rating 6 CFs (at 6 BP a pop), all three skill groups at 4 (120 BP), and some nice mental stats (however much you want to spend, really), and you're walking in with a character who can do exactly one thing: which is to perform many hacking operations with 10 - 15 dice.

Is that problematic? Fuck yeah it is. The focused Hacker not only has more points left over for other non-hacking things, but he's actually as good or better at a majority of hacking related tasks.

-Frank

...I have to agree with Frank on this. Though not an Adept , My Hacker VIolet is pretty effective in the meat world as well. She may be no sammy, but she can hold her own in a fight, makes an excellent B & E operative, can sneak into installations (with or without a disguise), and even mess with a local power grid. What's more, she can act more than once per turn outside the matrix.

With her logic of 7 (augmented) she has an 11 DP for all technical tasks which she has skill in. In our campaign, where matrix ops is Skill +Attribute governed by programme rating, she has a DP between 12 - 14 (depending on if a specialisation comes into play) almost a good as a dedicated technomancer with a 6 Resonance.

This is where Technomancers break down in my opinion for, like Otaku before them, they have to sacrifice too much of their primary ability to not get totally whacked or be pretty much useless in the meat world. As Frank mentions, they are forced to be too focused on the matrix to really do much of anything else. True, in the long run (and I mean "very long" considering the Karma costs for submersion and increasing Resonance), a Technomancer can become pretty tough, But I have yet to be in a regular campaign that lasts that long to see any real benefit.

For me, it's the "quick & dirty" way of the Hacker. cyber.gif

This was precisely the point of my post.

TMs are forced to give up too much in order to be effective outside of the matrix -- they are then penultimate specialists in a game that has gone on to favor generalization of PCs.

This thread's been interesting, but it's veered WAY off course. What I'm looking for is ways to correct the above situation, via modification of TM costs or whatever.

Unarmed
Penultimate = next to last, not extra-ultimate.

sorry, pet peeve.
Ghostfire
QUOTE (Unarmed)
Penultimate = next to last, not extra-ultimate.

sorry, pet peeve.

Let me rephrase, since you are correct: penultimate word (nearly the last word). My point is that they are probably the second best example of extreme specialization in the game -- the most extreme example would be some of the narrowly specialized magic builds.

sunnyside
Alright the fundamental issue we're running into with diagnostics is exactly how tangential to the actual performance of the act can the electronic device in question be before they don't get a bonus.

A medkit provides instruction, probably some readings, but the basic models can't actually do any of the surgery. (right?)

A smartlink provides a camera, some targeting info, and a trigger. But not the arm motion, etc.

Continuing the argument what if a TM got some cyber shoes. Maybe they've got a camera, a node, GPS, accelerometer, and the ability to dynamically control their stiffness, ankle support, color, and tread formation. Plus flashing lights. It's reasonable something like that exists already in SR4.

Does that give the TM superdodge, Superrun and supergymastics?

How about if they wanted to drive an unadapted car and so they taped a minidrone to the brake or the turn signal. +6 dice? The minidrone can affect what they're taped to and probably has a camera and accelerometer, GPS too.

What if they instead taped a microdrone to their arm before getting into a fistfight with a troll? It could track the trolls motions with it's camera and overlay useful information on punching techniques and where to punch.

The point is you have to draw a line somewhere. (If you thought all these examples were OK report to the munchkin thread).

Personally I think it should be where the device is an add on to the act instead of being integral. I.e. if you removed the device you'd still do the same thing basically the same way. In those cases you don't get the diagnostic bonus. That would put smartlinks out.




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