QUOTE (Kerenshara @ Nov 9 2009, 05:43 PM)

Why? Their Forms take the place of ProgRtg, and they can go higher than a Decker. Or did I miss something?
Okay. I'm going to try to tackle the problem with how this messes things up for technomancers. I don't play one, so I'm likely going to miss something.
QUOTE (BlueMax @ Nov 9 2009, 05:23 PM)

Using mental stats accentuates the importance of Mental Stats for Technomancers. In addition, it clouds some issues. TMs are not the same programmers as their mothers and fathers. TMs reach out and command the bits. If emphasis is placed on Logic, the defining characteristic between TM and hacker is "language". Intuition is interesting. If one argues that virtuakinetic abilities are intuitive, and places many of the rolls on intuition, it forces all TMs to be rather insightful folk.
The amplification gets worse if the Stream uses one of these mental stats for Fading. Thus the stat used may be assigned by Tradition and boy howdy does that get bogged down and complicated fast.
BlueMax
First, I'm assuming everyone knows TM's are kind of BP starved - and now they're karma starved, too. Because thats what complex forms need to learn, to advance, and you only get a handful at start. And with Hits capped at Program Rating, they're kind of underpowered for stuff they don't know how to do. Example: "I want to edit something. Okay, what's your edit Complex Form? Uh, i don't have one. ...then you can't.

". You can get eight CF's to start, out of twenty, and bringing each one to 1 costs 2 karma. I don't like that math. Oh yeah. And you have to save for submersion too. Lame.
Second, build points. Now you need Logic AND intuition AND all the normal resonance junk, leading to more BP problems. What if someone wants an Alternate Stream from unwired? Now you need Charisma too. Ouch.
Third. Threading. You now basically -have- to use it to get Complex Forms for stuff you don't know - or to raise a CF at one to a useful level. I'm assuming if you don't have a program, your hits are capped at zero. Yes, it fixes the problem of threading stealth up to an absurd level and being completely invisible on the matrix(under this system, stealth 12 would limit you to 12 hits- you're never going to get that many anyway) - but that -2 distraction penalty to everything is going to kill you if you want to Trace someone AND use a Sniffer.
Fourth. Sprites. Assist Operation and Sustain Complex Form are now either slightly broken for how they're supposed to help a TM, or absolutely critical depending on how you look at it. So TM's are even more of a sprite wrangler than they are now.
Thats all that comes to mind right now. I'm sure someone else can chip in with stuff that system would mess up for them.
However, there's an easy fix for technomancers. A way to make them special, and have that Karma they spend on CF's and skills actually give a dice pool benefit. A decent way to reflect that TM's talk to computers in bizarre, sideways and often effective ways than other users is simple - let them use the old dice system on the matrix. ... that's it. The benefit from being a TechnoMancer is you get to skip the Attribute thing that burdens down all the other users who can't see the glory of the resonance like you do and just work with the code directly. A minor benefit is that it makes them more efficient at the Matrix than other people, under this system - Regular people need to pay out the nose to increase their Attribute to be more effective, as well as a Skill. A TM just needs to increase the skill, and CF's are cheap. Under the new system, i can see a TM player bitching about being 'forced' to spend karma on a ton of complex forms just so they can get 'one hit'. This solution bypasses the whole thing quite nicely.