I was running a game last night and the hacker hacked into a laptop, setting off a restricted alert, which in turn launch an IC whose only intent was to trace the hacker and report its findings to a spider. The IC was only rating 4 with a rating 3 track program, so 7 dice. The hacker, had a 5 stealth, so for the Tracking extended test, that acts as a negative modifier, so now the agent only has 2 dice to throw.
Based on RAW, extended tests would lose 1 die each roll attempt, so the agent gets 2 dice in IP 1, another die in IP 2 and then is done in IP 3, as it has no dice. The threshold is 10 to complete a trace.
Is this correct? I don't have a problem with it if it is, but it certainly seems that some of these lower rating nodes/agents are going to find it very improbably to trace a stealthed hacker. In turn, that makes me feel a hacker is risking a lot less than I previously anticipated.
Plus, with the extended test dice pool dropping by one each roll, if a hacker can perceive its being traced, he can basically focus on redirecting, thus pumping up that threshold and win in a battle of attrition...at least in regards to being traced.