QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

Personally, I like the idea of Legwork and Knowledge Skills acting as a Teamwork Test (pg 65 SR4A) that can be used only for that particular mission to abstractly show its tangible benefit where just playing the role of a character isn't enough, due either to Player inability as an actor/writer or time constraints on over all play time. Yes, I am aware that is a house rule and YMMV.
This is some Mission: Impossible stuff, we need the abstraction of the dice because we the players aren't Shadowrunners, if we were we would have a lot more money and probably doing something like cliff diving with super models after a party with our favourite money launderer after a big score for entertainment if we weren't content with being a international criminal for the thrills and home life was the mask.
If the pretend security system that the characters are facing off against are really impossible aka GM fiat rather than just a threshold they could possibly have enough successes to get around unnoticed or unseen, then you really should be pretending that your Fixer sucks at his task of setting the Shadowrunners up with jobs from Mr J's that are more in line with there skill set, since apparently that Mr J is really looking for a group that doesn't give a shit if they are seen because they are ready for that with some masks, big guns, big mojo, bigger explosions, and fast get away vehicle(s) - which is fun too, it just may not be what your group of player characters is suited for if they plunked karma in the stealth group skills and expected it to be useful.
If you handle it in such an abstract way, is it really any fun for any player interested in infiltration?
Besides, when designing my encounters, I try to be realistic, as weird as that may sound for Shadowrun. So yeah, if the runners are breaking into the Stuffer Shack, no prob. If it's a zero zone they're up against, there's someone no less competent than them who designed the security system - what, should I just handwave inadequacies like the crawl spaces not being monitored? The first question I'm getting from my group then would be "what kind of zero zone is this?"
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

And I appreciate you did some wiring, then you are familiar with crawl spaces and maintenance access, even if that means a screw driver, a drill, and some method of making minor repairs ... just because they didn't realize they wanted a secret, hidden access panel there doesn't mean they can't have one now
You know, around these parts, wiring does not include secret crawl spaces or access panels. The wire channels between rooms are about head-sized, and mostly filled with cables at that. Air ducts running from the floor hub are about that large, as well. Most room-wide equipment is right above the hung ceiling in the room serviced, so you just remove a couple of tiles of the ceiling for repairs. Floor-wide equipment is in a separated service area, and building-wide either is as well, or is situated on a separate technical floor. Frankly, using those systems for infiltration is just a Hollywood trope, and requires pure GM fiat to work in Shadowrun (well, except for some weird adept builds).
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

bingo, bypassed that impossible chokepoint which now apparently includes a turret, which oddly enough works in the infiltrator's favour: just how do they get power and ammo to the turret? How big is the recess its hidden in? If not hidden, what is it anchored to? It can't shoot at what it doesn't detect with sensors, it would be rather odd if the thing was programmed to randomly shoot at the air ... and what is down range from that turret? I guess it is dystopia, a few "accidents" of a turret shooting corp sec and wage slaves is no biggie, right?
God. You can't infiltrate through a toothing! Nor really hide in a niche several times less than you, which is already occupied by a turret.
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

"But the character didn't see it!" Did you let them roll do legwork, knowledge skills, perception, disguise, and inflitration if detection is that vital? Did you give the character a chance to use their skills or just the player?
Yes. All useless against Astral patrols or mages hundreds of meters away being able to tell who you are, precisely.
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

Really, all that should be a consideration here game mechanically is how high a threshold you want and the rest is just the use of your imagination to explain it however you want that is the most fun for the session with people who are presumably friendly and civil with you.
Blah-blah-blah believability blah-blah-blah in-depth exploration of the setting. Basically, just rolling dice pools against thresholds is pretty boring.
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

And I am absolutely sure astral does not equal instant fail for infiltration, magic is even more abstract than pretending masters of stealth are possible.
Yet I still can't see any viable solutions to the most obvious cases of magic-based security in this thread yet.
QUOTE (CanadianWolverine @ May 16 2011, 09:10 AM)

I get it, you are wondering what your limits are within the setting and remaining true to Shadowrun, but lets be clear, the setting is all in the GM's head irregardless of what they write in the books, every game session is on some unique due to the vagaries of differences in how we all imagine things. The limits are only what you set them to be, if in your mind it is impossible, it will be - I am only trying to help open your mind up a bit to entertainment possibilities for your players sake, since they apparently have images in their minds of stealth being fun since they made their characters with those skills: meaningful, powerful, and entertaining.
Well, yeah, apparently. It's just that fulfilling their ideas becomes my work, and so far they haven't been able to throw any really bright ideas my way on how to make the high-grade infiltrations both engaging and minimally believable at the same time.
QUOTE (Falanin @ May 16 2011, 08:15 PM)

A competent hacker can loop the cameras, cause random glitches in the sensors, make sure the HVAC ducts are unlocked, and cause the most aggravating distractions imaginable (short of a running gunfight). Many of these actions can negate the need for your infiltrator to make some of those impossible rolls. Yes, the hacker runs the risk of being detected as well. Yes this is a second chance to blow the mission. However, a facility will generally not have the same care put toward all aspects of its security. A place with top-notch matrix security may have sensor blind-spots you can exploit. A place with impenetrable physical security may be far more vulnerable when softened up by a preliminary hack or two.
To deal with most any astral security setup, I recommend the Astrally-projecting Magician, with a few spirits that know the "Conceal" power. Conceal can be your very best friend, since the power explicitly works against astral detection. Anything that conceal won't help with (the aforementioned warded area, for example), the projecting mage can deal with, in one fashion or another. Have a watcher on hand to run messages back and forth between the overwatch hacker and the Astral mage.
Right. So, as said before, basically any infiltrator should come with a hacker and a mage on call. Preferably be all three, but it's really out there.
QUOTE (Falanin @ May 16 2011, 08:15 PM)

Next, there is the problem of Astral security. It's generally invisible, and it can walk through walls. Unless the area you're infiltrating is warded. Then Astral security has to play by the same rules they set for the intruders... unless the mage who set up the wards is also the same guy who happens to be on shift at the time, so he can let himself and his spirits through the wards. How many hours a day does he work?
Uh, far as I remember, you can let others pass through your wards. Otherwise contract warding wouldn't work.
QUOTE (Falanin @ May 16 2011, 08:15 PM)

So, yeah. I can see how you have a valid point about security systems being hard to beat as just a guy making an infiltration roll. The solo sneak-thief or ninja isn't an amazingly viable archetype unless you want to spend a LOT of points on being amazing at stealth/hacking/con...AND being at least an adept with Astral Perception. Honestly, even a full team will have a lot of trouble staying completely undetected with a top-tier zero zone security system... which is why you only give that kind of run to a top-notch team.
You know, it seems to be the problem with either our gaming style or the system itself. Lots of interesting archetypes, ones players love, tend to be either too weak or not really needed in a shadowrunner team.
Prime examples I've seen done numerous times being pilots and snipers, of course; but the more we talk about it, the more it seems the stealth-based infiltrators are in the list, as well.