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Nightwalker450
So each combat turn has 5 IPs now, due to Technomancers and Hackers. So we need to divide all movement by 5 to figure out movement per pass, grenades that go off in 1 IP, now have a detonation time of .6 seconds from .75 seconds, or rather another IP they could explode during

I'm looking at shuffling the IP's to handle the different speeds of people better.
I'm going to do this based on how many seconds have passed before the pass would start
1 IP = 0
2 IP = 0, 1.5
3 IP = 0, 1, 2
4 IP = 0, 0.75, 1.5, 2.25
5 IP = 0, 0.6, 1.2, 1.8, 2.4

Since everyone acts at 0, we will of course say people with at least 1 IP start.
Now we'll look at each individual second...
From 0 to 1, nobody with less than 3 IPs acts.
From 1 to 2, everybody acts who has more than 1 IP (someone with 5 IPs acts twice in this range)
From 2 to 3, nobody with less than 4 IPs acts.

So my turn order would be (These are noted as people who have at least X IP's, if you have more than the number you act during that pass)
1, 3, 5, 2, 4

So being faster will make you faster, not just continue to act after the others are done. This will also make people (who have more than 1 IP) pay attention through the entire combat turn, instead of only acting in the first couple and then just watching the action around them.

Grenade issues are the largest problem though with the "same Initiative, next IP" time frame. They now explode quicker since passes are divided in to .6 second increments... I'm going to change this slightly into "same Initiative, next IP someone is able to act during" So Grenades will never be instant kills, but will always have someone acting during the turn they explode. So using my turn order, if someone with at least 3 IPs throws the grenade, if nobody has 5 IP's it will explode during the at least 2 IP's round. Whether or not their Initiative is good enough to actually do anything is up to chance and circumstance.

EDIT: The realization of drones being controlled during a 5th pass, has led to wanting to add more to this set.
Drones are limited to only 3 passes in the physical world, unless modified to handle a 4th pass.
(I'll have to think on availability/pricing for this modification, but this is my current thinking for a fix)
Ryu
I thought you could only get 5 VR actions, and that the limit of 4 IPs for the physical and astral planes stayed in effect?
FrankTrollman
I have nothing nice to say about this development. The mechanic of allowing people in VR to perform specific actions in less time already existed. There was absolutely no reason to go to 5 Initiative Passes. This part of the rules in Unwired is something that really stands out as an incredibly shitty idea. haven't fully plotted out the ramifications of the entire book yet so there is a lot I'm unwilling to commit to, but this is stand alone.

And it's stand alone offensively retarded. There was no reason for this change and it fucks a lot of things right in their fuck holes.

-Frank
Nightwalker450
QUOTE (FrankTrollman @ Jun 27 2008, 10:33 AM) *
I have nothing nice to say about this development. The mechanic of allowing people in VR to perform specific actions in less time already existed. There was absolutely no reason to go to 5 Initiative Passes. This part of the rules in Unwired is something that really stands out as an incredibly shitty idea. haven't fully plotted out the ramifications of the entire book yet so there is a lot I'm unwilling to commit to, but this is stand alone.

And it's stand alone offensively retarded. There was no reason for this change and it fucks a lot of things right in their fuck holes.

-Frank


I think the reason it was added was so that VR had a bonus over AR without having to take the "Optional Rules". It is a large step from the core though to get beyond the 4th pass when it was absolutely prohibited.

QUOTE (Ryu @ Jun 27 2008, 10:32 AM) *
I thought you could only get 5 VR actions, and that the limit of 4 IPs for the physical and astral planes stayed in effect?


The only one that will truly show us how broken this is, is a rigger. As long as what happens in the matrix stays in the matrix its fine, but once your rigger is gunning down people 5 passes per combat turn something is wrong. I think that drones should be limited to 3 passes in the physical world period. Maybe a modification to get them up to 4 IPs, but that would be the limit. There's a reason drones don't get 4 IPs, and its not because they think Hot-Sim will damage them. Running a drone at 5 IPs I think would start causing some serious wear and tear on the drone.
deek
Yeah, a 5th pass royally screws the stability most of us have tried to maintain when it comes to IPs. I for one will not be allowing a 5th pass...it just screws over way too much stuff that already existed.
dionysus
Could you guys give specific examples of mechanics you think it screws up? I can't see anything from where I'm sitting (ok, drones are an issue)but I defer to your greater experience.
Eryk the Red
My game is not so delicately balanced as to see this as a problem. It changes so little about my game that I'll be surprised if it ever comes up. That said, I don't see a reason it should affect how you do movement. Just assume that only matrix actions take place in the 5th pass. Don't split physical movement into it. If you want, allow character to hold movement for the 5th pass. But for the most part, it probably won't be necessary.
Nightwalker450
Drones are the only place I forsee it becoming an issue.

My technomancer is going to love this though, taking VR meshing, and getting 5 passes. I'll be able to act once in the physical and then 4 times in the matrix. My GM might be of the same mind of just not allowing the 5th pass.. In which case I'll still be fine and happy. biggrin.gif
FrankTrollman
QUOTE (dionysus @ Jun 27 2008, 10:56 AM) *
Could you guys give specific examples of mechanics you think it screws up? I can't see anything from where I'm sitting (ok, drones are an issue)but I defer to your greater experience.


The existence of a 5th pass allows people to delay actions into a 5th pass. It doesn't just make people with full VR crap and a drone army own you in the face harder, it allows people in regular meat to rock on that much more.

We could have had a rule where characters with these gadgets were able to use specific matrix activities as Simple actions instead of Complex actions, effectively making them act faster while in VR. But instead they decided that they had to sacrifice a sacred cow to bad fucking planning and break the no 5th pass rule. What, can people with Wired 3 buy a pass for an Edge now? Why the fuck wouldn't they be able to?

-Frank
Eryk the Red
Everything you describe there is true, Frank. I guess I just don't see how it's all bad. I run a very different game than most, I'm sure, but a "5-pass limit" seems not so different from a "4-pass limit" from where I sit. Everyone's free to houserule to their heart's content if they wish (I certainly do that), but it seems a little strange to me that this gets such vitriol.

I guess every change gets vitriol from someone. It's just a matter of who, and why.
Dr Funfrock
QUOTE (Nightwalker450 @ Jun 27 2008, 10:58 AM) *
Drones are the only place I forsee it becoming an issue.

My technomancer is going to love this though, taking VR meshing, and getting 5 passes. I'll be able to act once in the physical and then 4 times in the matrix. My GM might be of the same mind of just not allowing the 5th pass.. In which case I'll still be fine and happy. biggrin.gif


I'm already limiting drones to 3 passes.
Yes, the person operating the drone has 5 passes. The drone only has 3, because there's only so fast it can act to keep up with that wiz-hot rigger running it. The advantage for the drone is simply that they can micromanage much better; big deal. At present running drone armies is kinda tricky, this just means that drone riggers can now go full on Zerg rush with some development.

QUOTE (FrankTrollman @ Jun 27 2008, 11:06 AM) *
The existence of a 5th pass allows people to delay actions into a 5th pass. It doesn't just make people with full VR crap and a drone army own you in the face harder, it allows people in regular meat to rock on that much more.


So don't allow people to delay actions into the 5th pass.

It clearly wasn't intended for drones, or to in any way affect the real world. You don't need to recalculate your grenade times or any other silliness like that. It's just a good compromise between matrix being speed of thought and the previous problem we had where a Wired 3 sam could outhack a hacker by using AR passes.
Abschalten
Add me in the camp that says that 5 IPs isn't such a big deal.

From a gameplay perspective, it's just another pass you get before the end of a combat turn. Compared to the other methods of hacking, it really accentuates the idea that a riced out hacker w/ simsense booster or a sufficiently submersed techno would be scary.

Regular wageslave w/ an AR interface for the Matrix = 1 pass
Regular wageslave diving into VR with his legal coldsim = 2 passes
Hacker w/ hotsim or a technomancer = 3 passes
Hacker w/ the right 'ware or a technomancer w/ Overclocking = 4 passes
Hacker w/ the right 'ware and a simsense booster or a technomancer with all the requisite echoes = 5 passes

You really start to see the legit users fading into the background while the optimized hackers and dedicated technomancers really start to move ahead in terms of what they can accomplish.

The Shadowrun system of initiative passes and combat turns isn't perfect insofar as how it's represented in what's alleged to be a 3-second time period. Honestly though, that's been a problem since SR1. It's hard to represent people acting at different speeds in the same period of time, when it takes one person 3 seconds to do a complex action, whereas a faster person could do it in 3, or maybe even fractions of a second.

But let's say you get your average wageslave on the Matrix and have him do some arbitrary complex action. In the three seconds it takes for him to do that, the top-level techno or optimized hacker can do it FIVE TIMES!

If that doesn't represent a huge leap ahead in terms of what dedicated Matrix specialists can do, I don't know what does.

Maybe 5 IPs breaks some mechanics, and maybe it doesn't. I haven't seen sufficient proof for how evil and game-breaking it is. Until I've seen proof of it, I'll just assume that the fifth IP isn't the doom and gloom some people think and move on with my enjoyment of the game.
deek
My issue was really with the normalizing everything to be divisible by 4. Movement, time, etc. Even though no one in my game has 4 IPs, we allow everyone to move in the 4th pass and all held actions and the like to take place there. With a 5th pass being available, even if just in the matrix, then there is an additional unit of time to resolve, well, pretty much anything.

So, PCs may ask to defer to the last pass...it just opens up a can of worms from a table management perspective.

Frank brought up a very good point...why didn't the devs just lets a few matrix actions drop down to simple actions or whatever? That would have gotten VR folks some more actions and speed without moving the 4IP cap.

I suppose that some might not view it as a big deal, but when you have tuned your game to handle only 4IPs, breaking that is just not good.
Ryu
Quite a few people were not happy with hot VR before. As drones seem to be the single issue, let´s just limit the 5th IP (and exactly the 5th) to pure matrix actions.
psychophipps
A 5th pass? WTF?!? eek.gif

Since multiple IPs is already FTW, what makes them think that adding another pass isn't gonna bust the game wide open?

Have to agree with the above about swapping some commands to simples and the like. This is huge and can really screw stuff up.

*Heads to bed pondering this situation*
Dr Funfrock
QUOTE (Ryu @ Jun 27 2008, 01:58 PM) *
Quite a few people were not happy with hot VR before. As drones seem to be the single issue, let´s just limit the 5th IP (and exactly the 5th) to pure matrix actions.


Which is basically how it works anyway, since it's purely for full VR. This is why I don't see an issue with 5 passes.
(EDIT - OK quick reread and I see your point about drones. I'm forgetting that, as I mentioned early, I limit drones to 3 passes anyway)

Yes, we could have a horribly complex rule whereby certain actions can be done as simple instead of complex, but when I'm already having to look up which action counts as complex or simple because I can't remember with half of them, then having to look up which actions the Hacker's piece of gear modifies to see if it's still a complex action sounds about as much fun as hitting myself in the foot repeatedly with a tack hammer.

5 passes is easy and simple. You run the full 4 passes, then you turn to the hacker and say "And for your 5th pass?" Then you start the new round.
Sombranox
Sorry, I love the 5th IP in VR. I've said before and I say again that I miss the days when deckers/hackers were faster than thought in hot sim on the trix and entire matrix runs could take only a few seconds in the meat.

Don't get me wrong, it was a cubic bitch to have to run all the matrix stuff in a completely different time scale than the meat combats, so I agree conceptually with lining up the matrix and meat initiative passes, but the result of that is that Hackers are pretty much superfluous when Joe Sammie with a skill or two from the Cracking and Electronics group can AR hack safely using his meat IPs. I don't like my favorite shadowrun "archetype" becoming superfluous, so I see this all as a benefit.

That all said, I agree that the effect on Drones can be a problem and for that I'll be leaving the 5th IP purely to virtual so a 5IP rigger can gun through a drone for 4IP, but the 5th IP is limited to doing something network-related. Or maybe being jumped in will just limit to 4IP. Dunno. I'll have to give it more thought I guess.



Floyd
people are going to hate me, but......

This just allows for company techs to bring meat up to speed. Fluff speaking here: Cyber makes meat compete with VR. If One were to look between the lines in the fluff history in the game, you can practically see it looking back at you. Magic also solves the same problem, via a different route.

And......If technomancers can bring forth a fifth pass, how long before some wizmage brings it to the sixth world.


And.... when tweedle beetles battle in a puddle in a bottle......
deek
Yeah, but you could have used the optional rule to limit AR hacking to 1IP per combat turn...which makes a lot bigger impact on separating the meat hacks from the matrix cowboys...

Honestly, its not a HUGE deal, just doesn't seem well thought out. There are certainly better ways to make hot simmers a little faster and none of them needed to give a bonus IP...
Dr Funfrock
Except that limiting AR hacking to 1 IP just doesn't make a whole lot of sense. With the advances in processing power, I don't believe that a computer couldn't keep up with the rate at which even an augmented person can operate it.

Is there any actual logic to the limit on AR hacking, other than "I don't like AR being worth a damn"?
Adarael
Oh no, the skty is falling!

Now that I've gotten that out of the way, I'd like someone to explain something to me. How is this horribly game breaking, as opposed to 'powerful'? How does this "royally screw all stability" as opposed to "make certain people more powerful in certain situations."

I mean, back in 3rd edition, it was possible to have dudes running around with 5d6 + 21 initative , and thereby could reliably be expected to hit 4 actions and would often hit 5, with an upper cap of 6. This was much, much faster than the average joe street sam with his 3d6+14 init, who could reliably get 3 actions and would occasionally hit 4, with 4 being the upper cap.

I'm not saying a 5th pass is the best idea, or even a good idea. I'm just saying cut the rhetoric - this isn't exactly the end of the world.
Ryu
The playing field would not be equal, as drones could Full Dodge four times if need be, and then kill on the 5th IP. True riggers don´t need to cry about their place on the food chain as it is.
Sombranox
QUOTE (Dr Funfrock @ Jun 27 2008, 03:12 PM) *
Except that limiting AR hacking to 1 IP just doesn't make a whole lot of sense. With the advances in processing power, I don't believe that a computer couldn't keep up with the rate at which even an augmented person can operate it.

Is there any actual logic to the limit on AR hacking, other than "I don't like AR being worth a damn"?


Meat, even accelerated meat, isn't even close to as fast as pure thought? Though that could come a lot from "I don't like AR hacking particularly"
Adarael
Man, this is Shadowrun. I don't recall the playing field ever having been equal. That is the entire root of my point. Equality for all 'classes' is something for That Other Game. Shadowrun is more about role balance than everybody having the same feat options.
Nightwalker450
Anyone hacking from AR should be assaulted by a bot net. Because even Script kiddies look down on you. biggrin.gif

I think limiting AR to 1 or 2 passes would be good. But getting better than cold sim is ridiculous.
Ryu
QUOTE (Nightwalker450 @ Jun 27 2008, 09:30 PM) *
Anyone hacking from AR should be assaulted by a bot net. Because even Script kiddies look down on you. biggrin.gif

I think limiting AR to 1 or 2 passes would be good. But getting better than cold sim is ridiculous.


Samurai to Script-Kiddie "You want to out-perform me and my mil-spec synapses with that 100¥-junk? I don´t think so. Sometimes it is what you have."
ArkonC
QUOTE (Dr Funfrock @ Jun 27 2008, 09:12 PM) *
Except that limiting AR hacking to 1 IP just doesn't make a whole lot of sense. With the advances in processing power, I don't believe that a computer couldn't keep up with the rate at which even an augmented person can operate it.

Is there any actual logic to the limit on AR hacking, other than "I don't like AR being worth a damn"?

Well, yes, making VR worth it...
Which would you choose, the safe way where you cannot get hurt, or a +2 DP and now you can get hurt and maybe even die?
Also, I always thought VR was speed of thought, especially with the processing power you mentioned, so why does it have to abide by meat speeds?
Limiting AR brings the difference back...
But it is a matter of taste...
Sombranox
QUOTE (Ryu @ Jun 27 2008, 03:43 PM) *
Samurai to Script-Kiddie "You want to out-perform me and my mil-spec synapses with that 100¥-junk? I don´t think so. Sometimes it is what you have."


Script-Kiddie to Samurai: "By the time you said out-perform, I'd already commanded my twelve mooks to hack your link. Have fun with those new ware viruses! Hax0rz Rawk!!!"

Hacker to Samurai: "By the time you send a thought from that half-functional brain down your nice mil-spec artificial nerves, I've already snuck a micro-tapper bug up your pantleg to interface with your cyber-penis and get access to your PAN, exploited your pathetic firewall, and slipped a slave virus into your reflexes and smartlink. By the time you figure out the phrase to say to unlock them, I'll be long gone with your girlfriend and your bank account. I'll even give you a hint. It starts with "I'm a pretty, pretty little... blank." Seeya around, meatsack."


Okay, so I only wish I could have a hacker that was this slick and could manage all this before the Sammie blew his head off with a 22+ automatics DP or just cut it off with his equally scary spur DP all while smirking because he actually has a synaptic booster instead of wired reflexes and is immune to having them slave virused. *sniffles*
Dashifen
I'm not seeing the imbalance either. Movement is pretty vague in SR (or that might be in my games since I don't use a battle mat at all, YMMV) and I never personally divided movement over the maximum available passes but rather only over the available passes in any given combat. Which means that I could be dividing by anywhere between 2 and 5 now rather than 2 and 4 to figure out where people are. Plus, as I mentioned, I don't use a mat, so my measurements are usually pretty much judgment calls based on the group's perception of where people should be rather than exact measurements.

Most drones get whacked pretty quickly by spells and (directional) jammers in my games to help neutralize them so I don't foresee it as a problem. I'll reserve judgement on that one until I see it.

AngelisStorm
You know, I was kinda on the side of the hackers, until Sombranox spoke his Script-Kiddie and Hacker examples. Now, have to go with Ryu.

If your fast, your fast. A normal person is 1 IP. Legal Sim is twice as fast as a regular person. Illegal Sim is three times as fast. And so on and so forth.

Someone with IP boosters is... you guessed it. 2, 3, or 4 times as fast as a regular person!

You can assume that Matrix stuff is at the "speed of thought," but apparently SR4 disagrees. Maybe your brain doesn't respond as fast as you think it does. If you have a 4 IP Street Sam and a 4 IP Hacker, why do you think that one can think faster than the other? Why should the Sam's reflexes be responding slower than the Hacker's programs? You can say because "pure thought" or whatever is faster, but apparently that is not the case. (Well, until now, if you use the 5th IP.)
Cheops
As someone who has problems where his brain is thinking faster than he can move his mouth and thus tripping over himself verbally I've always thought of IPs as more of a coordination thing. How fast can you gather information, process that into a desired course of action, and then actually do what you want to do. So if a Hacker has 3 IP and someone in their meat has 3 IP they are acting just as fast. The VR world has LOTS of info to assimilate compared to the real world so even if you do think faster you have to do MORE thinking to get the same conclusion.

As for anyone who is worried about drones I suggest you take a look again at Jamming on the Fly (105).
Sombranox
QUOTE (AngelisStorm @ Jun 27 2008, 07:40 PM) *
You know, I was kinda on the side of the hackers, until Sombranox spoke his Script-Kiddie and Hacker examples. Now, have to go with Ryu.


Damnit, that'll teach me to speak up.


QUOTE (AngelisStorm @ Jun 27 2008, 07:40 PM) *
If your fast, your fast. A normal person is 1 IP. Legal Sim is twice as fast as a regular person. Illegal Sim is three times as fast. And so on and so forth.

Someone with IP boosters is... you guessed it. 2, 3, or 4 times as fast as a regular person!

You can assume that Matrix stuff is at the "speed of thought," but apparently SR4 disagrees. Maybe your brain doesn't respond as fast as you think it does. If you have a 4 IP Street Sam and a 4 IP Hacker, why do you think that one can think faster than the other? Why should the Sam's reflexes be responding slower than the Hacker's programs? You can say because "pure thought" or whatever is faster, but apparently that is not the case. (Well, until now, if you use the 5th IP.)


I could point out varied examples of thought being faster than meat. Using things DNI being a free action versus a simple. Exploit probing taking longer in AR than VR, etc. What I truly wish they'd done rather than add a fifth IP is have cut various task intervals down as with these two examples. As it is though, I'm happy to have the fifth IP as at least one possible way of separating VR from meat, despite all the issues it may bring up.

In the end, to each his own though since we're all going to house rule the hell out of things to make them how we want anyways, so it doesn't matter all that much.
KCKitsune
QUOTE (Nightwalker450 @ Jun 27 2008, 11:42 AM) *
I think the reason it was added was so that VR had a bonus over AR without having to take the "Optional Rules". It is a large step from the core though to get beyond the 4th pass when it was absolutely prohibited.


Here's how they could have made VR Hacking more beneficial than AR Hacking:

"AR Hacking limits the hacker to a 2 IP maximum. VR Hacking allows the Hacker to use all of the equipment to their full potential and can give more IP."
Sombranox
QUOTE (KCKitsune @ Jun 27 2008, 11:38 PM) *
Here's how they could have made VR Hacking more beneficial than AR Hacking:

"AR Hacking limits the hacker to a 2 IP maximum. VR Hacking allows the Hacker to use all of the equipment to their full potential and can give more IP."


They did that as an optional rule tweak, but limited AR to 1 IP (or whatever the GM wants really).

Given the whole "we won't contradict corebook rules" policy, they couldn't make any official improvement to VR that would have limited AR.

Which, now that I think of it, is the same reason they couldn't make any kind of nice thing that VR hacking have certain actions that take less time. Instead, they just created the 5th IP, which gives one definite advantage to VR that can't be duplicated by AR.

Faelan
By the time you have moved at the speed of thought a real fighter has taken your head off. shoved it up your rear entry, and spit down your throat without a thought. It just happened. Speed of thought is a ridiculous term, it occurs as quickly as physical action. They are not independent of each other. To suggest that you can think faster than you can act is to admit a lack of conviction.
Dr Funfrock
QUOTE (Sombranox @ Jun 27 2008, 03:28 PM) *
Meat, even accelerated meat, isn't even close to as fast as pure thought? Though that could come a lot from "I don't like AR hacking particularly"


Sorry, but the mental image of the street sam flinging a few commands at his computer, and then twiddling his thumbs for the other two passes that he has doesn't strike me as a compelling vision of the future... it more just conjures the idea of a huge "Loading... Please Wait" bar on his AR screen. I think we can at least agree that 2070 computer tech has progressed to the point where the user never has to wait for their OS to catch up unless they've managed to drag their system's Response down to 0 (where some people argue that it simply crashes, but that's a different debate entirely).

You haven't explained how a 2070 computer supposedly can't operate faster than an Ares Predator can pump out rounds on semi-automatic, you've just explained that full VR is too slow in your opinion. That just means that full VR should get more passes than anything happening in the meat... which would be exactly what the rules in Unwired do. Yes, making actions take less time might be a more accurate way of representing this, but it also involves hellish levels of book keeping and fact checking during play, which I doubt is anyone's cup of tea.
Sombranox
QUOTE (Dr Funfrock @ Jun 28 2008, 03:30 AM) *
Sorry, but the mental image of the street sam flinging a few commands at his computer, and then twiddling his thumbs for the other two passes that he has doesn't strike me as a compelling vision of the future... it more just conjures the idea of a huge "Loading... Please Wait" bar on his AR screen. I think we can at least agree that 2070 computer tech has progressed to the point where the user never has to wait for their OS to catch up unless they've managed to drag their system's Response down to 0 (where some people argue that it simply crashes, but that's a different debate entirely).

You haven't explained how a 2070 computer supposedly can't operate faster than an Ares Predator can pump out rounds on semi-automatic, you've just explained that full VR is too slow in your opinion. That just means that full VR should get more passes than anything happening in the meat... which would be exactly what the rules in Unwired do. Yes, making actions take less time might be a more accurate way of representing this, but it also involves hellish levels of book keeping and fact checking during play, which I doubt is anyone's cup of tea.


Like I said, it's mostly from the "I don't like AR hacking" bit of things. Which is pure preference.

I just can't seem to accept that pushing invisible AR buttons in the air, even _really_ fast button pressing, is going to work as fast as working at the level of the data being pumped straight into your brain and reacting instantly to commands without the steps in between of thinking of a proper motion, sending the signal through your body to enact that motion, enacting that motion on the interface, then waiting for it to recognize what motion was made. Which is what I've always understood AR hacking to be, which is why meat initiative enhancements help it since you can press commands faster and wave about in a blur at the air.

Which is all represented just fine as the +2 DP and +2 IP from hot sim VR, with the additional potential advantages of boosters and accelerators to crank the IPs to something beyond what is even possible in meat. I'm just protective of hackers having a chance to stay as hackers and not have to be hacker-sammies to use AR and run properly with the group. In other words, I don't think meat initiative enhancers (one of the core things that define sammies really through the years) should affect matrix things past a certain point.

Before Unwired, I had long ago just given up on SR4 hackers somewhat. In the SR4 groups I'd played in or ran, the hackers were all either hacker/sammies who never touched VR except to probe targets, or they were VR uber-hackers who never touched AR because it was too slow and got angry whenever they shared the group with one of the hacker/sammies when they did what they did in VR more safely than they could ever hope to.

For some reason, it never occurred to me before Unwired's tweak rule section to even consider the idea of limiting AR IP's. I don't remember seeing it suggestion anywhere on dumpshock and so I just always assumed that AR would inevitably overshadow VR hacking.

Adding a fifth IP was just a happy bonus, though this whole thread is about the problems that fifth IP can potentially cause and I agree that it could have issues that will come up once it's fully out there in play, but I like there being that distinction of allowing that speed in VR only.

Even with that fifth IP, I like the idea of limiting meat speeds to 1 to 3 IP (probably 2, but haven't decided) to continue broadening that gap. Furthermore, on another thread, someone suggested another house rule I liked of counting simsense accelerator and booster IPs for AR as well as VR and I'm probably going to steal that to represent boosted DNI and simsense overlay so hackers can hack in AR still with a modicum of speed and without full immersion. When it comes to it,if someone wants to make a hacker sammie, they'll be able to use their meat IP's partially, but damn well not for 4 IP's a round and probably not even for 3.

Again though, this is all personal preference for my games and my players are in the process of debating the merits of it all before coming to a consensus on what they want. If they want meat AR hacking, I'll leave things as are and just be content with the fifth IP for VR hackers as the speed gap.

Edit to add: P.S. This is all dependent also on my belief that physical IP's and AR hacking only involve physical motions as interface. Rules-wise, and even conceptually I suppose, initiative enhancers don't only speed up nerve conduction through the body, but also in the brain, allowing them to think DNI commands just as fast as they could have punched buttons, which blows this whole argument out of the water and would likely result in me getting berated for it. In that context, there's no rational reason why I think AR IPs should be limited. It's purely a preference thing at that point.
knasser
QUOTE (Sombranox @ Jun 28 2008, 10:21 AM) *
I just can't seem to accept that pushing invisible AR buttons in the air, even _really_ fast button pressing, is going to work as fast as working at the level of the data being pumped straight into your brain and reacting instantly to commands without the steps in between of thinking of a proper motion, sending the signal through your body to enact that motion, enacting that motion on the interface, then waiting for it to recognize what motion was made.


See, this is the thing. A samurai pointing his gun and firing is an action that with training becomes almost a reflex. The addition of wired reflexes, skillwires, smartlinks et al, push this to the level where it can happen without any real conscious analysis at all. And then you have to compare it with operating a bundle of computer programs. It's a little hard to imagine selecting options and sending commands being on the same level of reflex. It seems more natural to imagine it as conscious decisions. And for those of us that imagine it like this, it seems natural for hacking to take longer. Now the whole point of full VR in the original game, was that it lets one carry out complex operations like this intuitively and closer to the level of reflex. You don't select a set of files, select a target folder and hit copy; you grab their icon and throw it at the target system.

The problem with the part that I quoted above, is not that it's wrong, but that the Shadowrun rules don't represent what Sombranox is saying. What Sombranox is saying is that it's hard to imagine the AR interface being as fast as full VR and I agree. However, the accurate translation of that into Shadowrun rules would be for the AR actions to take longer (longer intervals, complex actions instead of simple actions, etc). There's a bit of that in some areas, but basically what the rules say when you cap IPs is that it takes you just as long to do something in AR as it does in VR, yet you can do fewer of them.

I think a lot of the arguing has to do with missing this fundamental issue with the IP capping rules - they don't actually represent what I assume they are intended to represent. AR is not slower by the rules. It just has an arbitrary limit built into it. Hence some people are arguing that the the cap should exist to represent AR's slowness and some are defending that the cap doesn't show that. The resolution would be to find a different way to represent the limits of AR.

At least that's my take on it,

K.
FrankTrollman
There is nothing magical about the speed of thought. Thoughts travel down nerves at a speed relative to the thickness of the axon and the myelination or lack thereof. Speeds range from about 1 m/s to about 100m/s. Yes, there are a substantial number of nerve impulses moving through your brain which you can physically walk faster than, and there isn't a thought in your head that you couldn't leave in the dust while riding on a motorcycle.

Here's a fun experiment: put a lighter to your friend's hand. They'll jerk their hand away and get super pissed. But the fun part is that they will jerk their hand away before they get pissed off. That's because pain comprehension only travels at about 2 meters per second, while motor innervation travels at about 25 meters per second. The reflex to move your hand away is actually located in your spinal cord, not your brain. So by the time your brain even receives the news that your hand is on fire, your arm is already in motion - the remaining distance from spinal cord to brain takes more time to travel at the slow c-fiber speeds than the return distance down the arm takes at the relatively fast motor neuron speeds.

Experiment 2: put your hand in front of your face and snap your fingers. See your thumb blur? That's because your central nervous system "only" takes pictures with your eye several dozen times a second. And while that's pretty good, it's not actually fast enough to keep up with the speed at which you can move your fingers.

Sorry dudes: the human brain just isn't that magical, and it isn't that fast. It's powerful, but it isn't particularly fast.

-Frank
Rotbart van Dainig
It's just the usual feature creep - just feature creep that breaks a main rule.
Gamebreaking? Not really.
Bad style? Sure.
knasser
QUOTE (FrankTrollman @ Jun 28 2008, 11:47 AM) *
There is nothing magical about the speed of thought. Thoughts travel down nerves at a speed relative to the thickness of the axon and the myelination or lack thereof. Speeds range from about 1 m/s to about 100m/s. Yes, there are a substantial number of nerve impulses moving through your brain which you can physically walk faster than, and there isn't a thought in your head that you couldn't leave in the dust while riding on a motorcycle.

Here's a fun experiment: put a lighter to your friend's hand. They'll jerk their hand away and get super pissed. But the fun part is that they will jerk their hand away before they get pissed off. That's because pain comprehension only travels at about 2 meters per second, while motor innervation travels at about 25 meters per second. The reflex to move your hand away is actually located in your spinal cord, not your brain. So by the time your brain even receives the news that your hand is on fire, your arm is already in motion - the remaining distance from spinal cord to brain takes more time to travel at the slow c-fiber speeds than the return distance down the arm takes at the relatively fast motor neuron speeds.

Experiment 2: put your hand in front of your face and snap your fingers. See your thumb blur? That's because your central nervous system "only" takes pictures with your eye several dozen times a second. And while that's pretty good, it's not actually fast enough to keep up with the speed at which you can move your fingers.

Sorry dudes: the human brain just isn't that magical, and it isn't that fast. It's powerful, but it isn't particularly fast.

-Frank


I had an interesting discussion with some people recently, roughly around the subject of martial arts, about what level of sophistication learned responses could reach, i.e. how out of the loop you could take conscious decision making. I did some reading up on what I could find on the subject but it wasn't much. I know the difference between how fast (not just technique) I could block and punch and especially the ability to roll with a punch changed dramatically with practice and I found that the amount of conscious decision making I felt had become substantially quieter (the best way I could describe it). What I managed to find on the subject did suggest you could learn some quite sophisticated movements as reflexes (I'm not sure if reflex is the technically correct word, here). And in Shadowrun, I'm pretty sure I read somewhere in the fluff stories of samurai with wired reflexes accidentally shooting someone almost before they realised they had done it, which was why those things had an off-switch. I imagine a wired samurai can shoot someone as quickly as a hacker can think some files to transfer etc. Presumably that's why Hot Sim is useful as it actually amps the brain signals up in some science-fictiony way, yes?
Dr Funfrock
@knasser: Sounds perfectly reasonable to me. I certainly agree with the general point that "speed of thought" should not be magically fast.
For that matter, I have no issue with the idea that a skilled hacker with wired could hack a system with almost no conscious decision making aspects... certainly not with the way that hacking is described SR4, which is "apply program to problem". There doesn't really seem to be much more decision making going on than a soldier choosing which target to attack.
Zen Shooter01
The number of passes in a turn is governed by the character with the most passes. It's not that every turn has four passes. If two character with two passes each are acting against each other, then the turn has two passes in it. If one character has two passes and one character has three, then the turn has three passes in it.

Dividing movement by any number of passes, whether it be four automatically or by the number of passes possessed by the character, doesn't work, and isn't in the canon. It makes a character with one pass arrive at a finish line ten meters away at the end of the first pass, while a character with four passes arrives at the finish line at the end of the fourth pass. A better approach is to take the movement rate, for example, 10m, and subtract movement from it as the character expends it. So a character with three passes could go ten meters in his first pass, but not be permitted to travel any further in passes 2 and 3. Or he could move three meters in pass one, four in pass two, and three in pass three.

Floyd
Two points:

One: I always considered the 4th IP cap to be fluff anyhow. It as a gerneral limit on how much technology could chop up a certain amount of time. That no matter how chromed, or fax-similie there of, you are, tech at that point can only allow you movement some much a turn. That to me is a statement on tech and that is fluff. With new tech arriving, the ability to slice "think and act" time will increase, making the actor quicker, and time for him slow more-so. This may also be the limit the flesh may exibit, as moving any quicker may create phisiological problems, tendons and muscle tears and so-on. Although, this opens cyberware to create "muscle stabilizers" to handle more than four IPs, or a positive quality "Resiliant biomass" which gives you an increase of IP max as if it were an attribute, and lets give trolls a max 5 IPs, cause there just so beefy.

Two: Having a single IP person with top initiative going before a person with additional IPs seemed abit awry, in consideration to previous system if nothing else. Movement shouldn't resolve until the final pass; which in play mean you must act before you move, or hold till the last pass to make your action(possible 5th?). And everyone should act at their initiative for the first pass, then activate peoples fouth, third,second in descending order to show reaction from the top of the round. This may only occur at the first round of combat and then the first is placed after the second in the previously mentioned descending order.

I'm in favor of a rediculous number of IPs as I am a fan of comic book fare. The more IP's the more the characters will blur in front of the other characters.
Cardul
To me, the 5th VR IP represents those instances in the novels where the Decker/Hacker ripped high end IC apart faster then it could rect, and, as far as I know, Black IC always has 4 IP. This means that now, your hacker CAN be faster then IC. I thought Drones were flat out limited to 3 IP, unless they had a brain-in-a-box in them, anyway? And, running a Drone is NOT a VR action, anyway. It also means that the TM can now hack that door faster, which does not change much in actual combat to me..
Sombranox
QUOTE (Cardul @ Jun 29 2008, 09:56 PM) *
To me, the 5th VR IP represents those instances in the novels where the Decker/Hacker ripped high end IC apart faster then it could rect, and, as far as I know, Black IC always has 4 IP. This means that now, your hacker CAN be faster then IC. I thought Drones were flat out limited to 3 IP, unless they had a brain-in-a-box in them, anyway? And, running a Drone is NOT a VR action, anyway. It also means that the TM can now hack that door faster, which does not change much in actual combat to me..


But virtually rigging the drone via a Command program can be a VR. In which case I always thought the drone acted on the Command-users initiative. I could be totally wrong though. Riggers are still my weakest area of SR.
Cheops
QUOTE (Sombranox @ Jun 30 2008, 03:33 AM) *
But virtually rigging the drone via a Command program can be a VR. In which case I always thought the drone acted on the Command-users initiative. I could be totally wrong though. Riggers are still my weakest area of SR.


You are 100% correct. You can Hot VR Command a Drone. You would then have 5 IP if you maxed out.

However, I will point out again that all a sam needs to spend is 9000 nuyen (EW soft 3)+ 500 nuyen (sat link) per drone he needs to defeat.
Stahlseele
or some nuyen for a grenade or something like that?
hyzmarca
One way to incorporate an extra VP IP without messing up meatworld timing is to put the extra IP before the first IP, so the order goes 51234 instead of 12345. This means, for example, a cahracter wouldn't be able to hold actions into the fifth IP and you wouldn't need to bother with how it alters meatworld movement, except in relation to drones. Unfortunately, this also makes drones that much more powerful.
Gerdofal
QUOTE (deek @ Jun 27 2008, 10:12 AM) *
So, PCs may ask to defer to the last pass...it just opens up a can of worms from a table management perspective.


Personally, I fix tis in the easiest way possible. I don't allow PCs to defer action til later. They get to act each pass until they run out, thus those with more passes always get the extra passes at the end. This requires some strategy on the part of the team if their enemy has more IP... but that is all good.

Splitting it up more just makes things more complicated, something I don't particularly want.

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