QUOTE (Malachi @ Jun 11 2009, 08:18 PM)

Although Magic as a whole in the world is rare, I have always viewed that Magic is still present (if not standard) in any situation where there is something work protecting. For a corp facility, for example, its all about cost benefit: is potential loss if this facility is attacked greater than the cost of implementing the magical security measure? The fluff states that there are fairly large companies that specialize in contract Magical security of various levels. This includes simply creating Wards (around key areas), Binding Spirits to patrol, having Magicians on-call, and having Magicians on-site. Magic is best countered with Magic, even if all the company can afford is to pay a Mage to show up and cast Mana Static and then leave. You have hours of anti-magic protection for a particularly sensitive area right there. Also remember the street proverb "Geek the Magic first". All you need is for your gun guy to survive that first spell, and then all Smartlinks are on the guy who cast the spell. Yes, casting powerful spells is that obvious.
Why not? What's the value of goods going through the warehouse, or stored there at any one point in time? No an astral form isn't going to steal anything, but a theft attempt will almost invariably include Magical support and a Ward does hinder that, even if just a little.
Fake SINs and Licenses are pretty cheap and readily available to Shadowrunners. Otherwise, you just stay out of the secure areas. Not all parts of Downtown Seattle have A or better coverage, several neighbourhoods have B or C ratings (Greenwood, Northgate, Riverton, Bitter Lake, Central Downtown (some sections), Capitol Hill, Columbia (some), Interbay (some), Laurel Hurst, Ravenna, Sea-Tac (the area just outside is a B, Tukwila... is that enough neighbourhoods to run in?). Yes, you can't get a permit for an "F" item, but that's one of the counters for those items, you can't just walk around with one stuffed under your coat. Additionally, having a Hacker in the group for defensive purposes was a purposeful design decision in the game, I'm fairly certain. It was part of the move to re-integrate the Hacker with the rest of the team.
I thought I had in my previous post. Is there something else specific you want me to elaborate on?
First, let me say many people are WAY too harsh on D&D4. It is actually quite an interesting system and more customizeable than D&D3 ever was. They evened out the power levels on all classes so that lvl 18 Wizard = lvl 18 Fighter. Unlike previously where Fighter was pointless after level 10. Also each class within a Role (Striker, Defender, Leader, Controller) is VERY different from each other. Depending on how you build your class it could be VERY different from the same class. I'd recommend heading over to the Wizards boards and reading some of the "Edition Wars" threads with an open mind to what the 4ed players are saying.
Back to SR.
Wards: What do they actually do for you? Stop Clairvoyance? Not anymore. Prevent astral projecting? Check. Slow down a Spirit's Search power? Check. Prevent non-ritual spells from being cast outside to inside? Check. Do they actually stop an intrusion by a runner team? No. They stop astral/dual natured only. Here's another CBA function for you: a warded facility is now marked as being important enough to need a ward. Does advertising something is there justify the defenses the ward provides?
Mana-Static: Now no one can use magic. So again, what is the point of magic?
Geek the Mage: This tends to be very meta-gamey at most tables I've seen. What identifies someone as a mage in SR? How would you ever tell that the guard holding an assault rifle, wearing corp sec armor, and taking cover is casting at you (baring obvious magical source-to-target effects)? Most runner mages look like mages because we as players think it looks cool. What if the runner mage was decked out in combat armor and used aura masking to make it look like he had excessive cyberware? Also, Manaball doesn't create any physical effect so no training of smartlinks on him!
Okay, yes, there are more facilities than Warehouses. Duh. I was using an example. Just because I used that as an example doesn't mean that's all we do. Usually we hit a warehouse and a chip shop before any run to make sure we have all the gear we need for the real run.
Also who says that the theft attempt is going to include magical support? Only 1% of the world has ANY magic and most of that 1% are lay magicians and astral perceivers. Again, the presence of magic in the security set-up actually GUARANTEES that the thieves will bring a mage if they are so determined. So now you are spending money on mages to enable magical thieves.
Honestly your best deterrent against mages is opting out of magic. On call mage pops in and drops Mana Static or else 1 mook spends his first action lobbing a FAB grenade at the runners. (Yes these are both magical effects but the idea is to remove magic from the equation)
Granted. Not all areas are A rated. You will need to go into A rated neighborhoods, especially if you want to get to the "top tier" of running. As Frank was so fond of pointing out with the Agent Smith problem, make enough rolls and eventually your defenses fail. Every shop checks your SIN and every Star drone checks your SIN/Permits. Sooner or later your dice will fail you and you will be discovered. You will get your cyber checked all the time. It is very cheap to do and only requires you to be within 15 m. It is in the Star's best interests to do so since prevention is more important for the bottom line than catching someone after a crime.
Point granted about hackers.