QUOTE (Falconer @ May 29 2011, 09:33 PM)

A commnt on Tymeaus's oft repeated house rule...
Not a House Rule there
Falconer, it is one of the Optional Rules in the Books.

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It's a lousy way to do things. (cerebral boosters + cyber mean it's very easy to pull in +5-6 dice). It makes the attribute + skill (where attribute/bonuses completely dominate skill) even worse.
I disagre, it has worked out wonderfully well for our group, and Dice pools tend to be much less than the Normal Way in my experience.
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Two the artificial cap on hits is pretty bad way to handle program ratings. There's no reason someone w/ a simple tool can't do great things with it. It's also at odds w/ the other optional rule to use skill rating to cap successes/net successes that is sometimes seen elsewhere. (the point of that rule was to make skill rating more important).
Again, It works well for us. You can only go so far with a minimal tool after all. As for being at odds with Skill Rating Caps, it is not using that rule. it is using the equivalent Cap for Magic. Magic is Capped at Force. Hacking is capped at Program Rating. No difference here. And again, not a House Rule, but a book supported Optional Rule.
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Hotsim (2), Encephalon (1-2), pushed (1), Cerebral boosters (2). Math SPU(2).... those all add up to a lot of dice a lot cheaper than actually buying the skill/groups on top of classic base attribute + 1 rank in skill ploy. With all those bonuses it's really easy to get a hacker tossing ~15 dice on everything he does right out of chargen w/o much room for future improvement. To me the biggest problem w/ the system is there's so little room for future improvement coming out of chargen. Only ~4 dice or so more... it seems more that as play goes on the biggest advantage is access to more hardware running more things at once.
Which can ALL be used in the normal way of hacking to boost your pools above 20. The Optinal Rule makes Attribute and Skill more important than the Program Rating. And it makes Program Ratings of Low quality actually mean something. Otherwise there should never be any program ratings below rating 5. If I have a Hacking Pool of 9 Dice, WHY would I spend 6,000 Nuyen per program for Rating 6 Hacking Programs when I am only likely to ever get a consistent 3 Hits per roll? I will never be able to use the Program to its potential. It makes absolutely no sense. Instead, I am going to spend 1500 for that Rating 3 program. By the same token, IF I am throwing 18 Dice, Why would I buy A Rating 3 program? It limits me severely at that point, as my intellect now surpasses my tools. I am going to go for more powerful programs in that situation.
Really, you should try it out and see how the Hacking Dynamic changes. I actually like the change, as does our table.
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If the goal is to simply make the attribute matter then this has played out much better IMO w/ a little bit of playtesting.
Simply use (Logic + program rating)/2, then optionally use skill to cap net successes. It makes the logic relevant, as well as the quality of the tools. Without making either largely irrelevant and still making actual skill level very important. (this is anothr way of saying each point of program is worth half a die, and each point of logic is worth half a die). It also doesn't result in much larger dice pools straight out of chargen where you have someone w/ 7-10 logic straight out of chargen taking the place of response/system capped rating 4-5 programs out of chargen.
First, Why do you assume that we did not playtest the Optional Rule? Secondly, Why add a different Mechanic to the game? The goal of SR4 was to use a single mechanic (or a few Simple Mechanics, as opposed to the 15 Different Subsystems of SR3) to produce a Dice Pool. Now you want to construct a Pool, and then Half it for the Roll? No, I am against the SR3 methjod of subsytems. You do not need a different subsystem for everything. We have just a few Subsystems currently. Why add another completely different one? I choose to use the Magic Subsystem instead. It works great, and is very easy.