QUOTE (Draco18s @ Mar 15 2013, 05:42 AM)

Again, specific case where I still think the rules are fundamentally broken.
Specifically that a starting points techno is going to be gimped in every way possible, but throw some karma at them and they turn into unstoppable matrix gods. This occurs no where else in the rules (except magic being uncapped, but I believe that takes significantly more karma).
As it stands, it's actually balanced due to a generalist/specialist dichotomy - it's far easier and more efficient to build and progress a hacker that can do more than just Matrix stuff than it is for a Technomancer, so they have to be more powerful in the Matrix.
The change in the rules structure of the Matrix, however, will bring about some serious changes in this dynamic - due to the need for both attributes and skills, and the diminished dice pool bonuses from gear, SR5 deckers are going to need to be built and progressed in a radically different fashion than the current mundane hackers are. Further, technomancers are going to have to see a lot of changes to be functional in the new rules as well.
QUOTE (Kyrel @ Mar 15 2013, 09:17 AM)

OK. I finally managed to chew through these 9 pages, so a few comments from me.
1) Some of the things mentioned in the OP sounds OK, some parts I'll withhold judgement on until I see what they've done in details.
With respects to VR, I have to say that I would so wish that VR would be toned down so that it would be something you can use in select places, or something that it takes a while getting in and out of, so that you don't want to use it during the run, but only for stuff happening before the run. It may be an integral part of SR history, but as someone who only got into the game in version 4a, I quite frankly LOATHE VR. The idea is cool enough, but as it effectively removes anyone going into it from their immediate location, and deposits them in another world, I'm sick of it. In D&D terms I'd compare it with having a party in a dungeon, and then have the wizard suddenly teleport to a jungle or different plane for some reason. It's just utterly annoying IMO.
I can't say I'm particular thrilled with the thought of "re-introducing" the "cyberdeck". Do we really need to add yet another type of gear for the hacker/Decker/whatever? IMO the 4a comlinks worked fine. Hacking from a distance takes a penalty? I agree with the idea, but I'm not sure about the implementation. I much prefer the Hackers to be along on the run with the rest of the team, rather than have them sit on their couch back home and play support in VR from 15 miles away.
Simplification of the Matrix rules would be good. I'll await the final version of the rules, until I make up my mind on whether they've made it simpler, or just screwed it up in a new way. Personally I'm sort of hoping for a decent interplay between skills, abilities, and gear/program ratings.
Doing away with the extended tests isn't necessarily a good thing IMO. But again, let's see the implementation before saying if it's a good or bad thing. Personally I'd like Spoofing and AR hacking to become easier, so as to make it simpler to use during a run. For VR and pre-run hacking I have no problem with extended tests.
Splitting the party is just part of how Shadowrun works. GMing the game is in no small part about knowing how and when to crosscut between different things that are happening at the same time. Personally, I'd actually like to see VR become more advantageous over AR, because at present there's often precious little reason to take the risks involved in VR.
As for decks, giving deckers their own equipment allows for the addition of mods and such that only they have access to. Also, it opens up the idea of a wider set of node "grades" than just peripheral, standard, and nexus - it may be that operating from a higher grade node confers some sort of bonus against lower grade ones, or something; similarly, things like program limits and such may work differently on better classes of device.
QUOTE (Kyrel @ Mar 15 2013, 09:17 AM)

On a personal level I'd prefer to see a bigger difference between the Decker/Hacker and the Technomancer. I'd make the Technomancer the supreme AR hacker, and then let the Decker be better at VR hacking. That way you could have a choice between what you'd prefer to specialize in.
As someone who enjoys technomancers, I would absolutely, positively, without reservation HATE that. Way I see it, they should be completely at home in the Matrix no matter the form. That, and it completely misses the design function of AR, which is to make it a lot more viable to have the Matrix specialist with you; deckers should not be excluded from that. There are a lot of possible ways to differentiate the two, but this is not a good one.