QUOTE (UmaroVI @ Jun 19 2012, 02:44 PM)

Using attributes: under the core rules, no, technomancers really don't need Logic* much. It sets their maximum number of known CFs at chargen (3 is enough for almost everyone), and their System, which is only used by Technomancers in some really rare edge cases.
Also, hackers can easily pump their Logic with Cerebral Boosters; technomancers would have to take 'ware that costs them resonance. So it's only marginally limiting to hackers (who often want a decent logic anyways for synergy with Log-linked skill boosters and non-hacking Logic skills, and can get "enough that the hits cap doesn't matter" for a trivial investment, but harshly limiting to technomancers who have to struggle to get more than 5, and didn't even want 4 before anyways.
Hmm. That is a concern. The thing is, I
want Logic to matter for Hackers (the first SR4 character I tried playing was a hacker, and discovering the hard way that his Logic of 5 didn't impact his ability to actually
hack ... well, it
still irks me.)
QUOTE
Security Tally is a big fuck you to technomancers because [...]
Hrm. I'll have to put some thought / re-thought into that one then.
QUOTE
CFs: Under that rule, you can't use a CF you don't know. At all. This basically means technomancers don't work; there's just too many CFs that you have to be able to at least sorta use in order to get jack squat done.
...
bugger, you're right about that. Damnit.
QUOTE
I'd be happy to offer some more constructive suggestions; I'm not sure exactly what you're trying to accomplish, though. I gather the Using Attributes thing is the classic solution-looking-for-a-problem of not wanting 1 logic hackers, but I'm not sure why you like the Security Tally or Complex Forms rules.
Obviously, my relative inexperience with 4E rules means I'm not seeing all the ramifications. (Thank god I already planned to go over them with everyone, and discuss any flaws/drawbacks the players wanted to bring up.) So okay, if you're going to volunteer some feedback ... let me explain my reasoning behind these three:
Attributes limiting success: I want attributes to matter for everyone, or at least, for as many of 'em as possible.
I
think, though, that I have a workable solution for Technomancers: instead of hard-locking it to Logic, I'll set it to the Drain attribute of their Stream - IOW, Int, Cha, or Log. Whichever they're going to be naturally inclined to have at reasonably high levels. After all, I've already done the equivalent for the Arcana skill, so it's a logical next step.
Security Tally: it just makes sense to me that detecting an intruder should be an Extended Test, rather than a series of all-or-nothing gambles. You're right that Stealth should play a role, though. So ... what about adding the intruder's Stealth program (if any) to the Threshold for the tally? Would that work, do you think?
Complex Forms like Spells: Hmm. My main goal was to simplify building (and, I thought, playing) technomancers. Obviously, the effects I didn't realise would require houseruling in ways that would
complicate actual play. So now I'm inclined to just toss this one entirely.
Oopsie!
Now I'm doubly thankful - to you for the feedback, and to Neraph for prompting me to post this thread in the first place.