QUOTE (Wakshaani @ Jun 18 2013, 05:03 PM)

For me, I find it interesting that a lot of the arguements against this are almost word for word what you get from the current Xbox One talk, to which I say... good! But not for the reasons people might think. I want that anger directed in the in-character world.
Oh, believe me, I'm about the last person who'll get the Xbox1984. Not even for the aggressive DRM, but for the fact this fucking thing is a bug for the NSA planted into my living room, a bug which monitors who visits me, records what is said, records faces, records emotional expressions, and daily sends that collected data it straight to
the KGB America for all I know. And then they expect me to shell out $499 for this. No thank you.
The problem is, this isn't really justified by any in-game development. Because it affects legacy ware. Because it affects things that before never needed wireless. Because it just goes too far and is poorly handled, thought out, and written. It is an out-game change forced onto the world because some people apparently wanted combat hacking so bad they never bothered to think about what collateral damage this causes, or whether or not to handle wifi boni with care.
I can get the basic idea, though actually, changing the combat hacking mechanic would have sufficed, even reached the intended goal of the combat hacker as a standard much more successfully. Because in the current, all-hackable-or-all-crap setup? The hacker will nto be crapping the enemy's guns. The hacker will be scrambling his best to try and prevent the team to be killed by hacking, while the rest of the team except for the mage is, basically, dead weight that occasionally shoots in case it is not being hacked right now. You made mundane cyber characters pretty redundant with this move, as it seems now.
QUOTE (Wakshaani @ Jun 18 2013, 05:03 PM)

I want 'runners to feel betrayed and be snarly at the corps. I want Shadowrunners who make runs against the powers that be because they *hate* those guys
Uhm, no. Because this is not what these rules changes are. These rules changes are fucking
players over, not runners, in-game. And besides, these changes look like they kill the concept of a cybered runner, which is more than a bit sad for a cyberpunk setting.
QUOTE (Wakshaani @ Jun 18 2013, 05:03 PM)

For them, it's all a win. For Shadowrunners, it's a gamble ... more power, but more vulnerabilities. Are the bonuses worth the risk?
The problem is: these are not bonuses at all. These are
basic functionalities taken away unless you go all-hackable.
QUOTE (Wakshaani @ Jun 18 2013, 05:03 PM)

I *don't* want people going, "Stupid Catalyst. These rules suck. Houserule ALL the things!"
But, unless the actual rules are extremely misrepresented in this discussion, you will get exactly that, or workaround like bio-sams, more awakened characters, or opt-out skillmonkeys.
QUOTE (Patrick Goodman @ Jun 18 2013, 05:14 PM)

I can't. I can say that I fought it, but the actual arguments are still, I think, covered by NDA. I'll see if I can do some paraphrasing, but I'd rather not cross that particular line if I can help it and haven't already.
Pity, though understandable. I'd still like to know. Maybe we're overlooking something; after all, I doubt I'm the only one who doesn't have an origins pre-release book.
QUOTE (Kruger @ Jun 18 2013, 06:23 PM)

Ultimately, the "wireless everything" was the problem.
Which was what I said at the beginning of SR4. It becam handleable with Skinlink. Now, it is a problem again.
QUOTE (Kruger @ Jun 18 2013, 06:23 PM)

Let's be realistic, having a traditional decker in SR1-3 required a group that was patient, and a really good GM who could handle the multi-tasking in order to keep everyone engaged. Sadly, only a handful of us are that fortunate, so decking often got shunted aside. And it's kinda sad, since the game borrowed so directly from Neuromancer, in which the protagonist was effectively a decker.
That was a carryover from SR1 and SR2, really, with it's elaborate Data Dungeons. SR3's Matrix system in Matrix, for the few who ever read it and worked into it, was mechanically crassly different from the trest of the game, but made Matrix runs no more time consuming than Astral runs by mages. And nobody ever complained about them. Both the decker and the mage are effectively short-term teamsplits. With the small houserule that deckers and everyone else operate on the same initiative turns, you could even play a viable combat hacker concurrent with everyone else in the same combat! Of course not hacking everybody and their dog's cybernetics, but the environment, which can be pretty lethal too.
QUOTE (CeeJay @ Jun 18 2013, 07:01 PM)

Well, this is still shadowrun... so running the shadows should still be possible. Which means I totally expect that there are some countermeasures against being tracked through the matrix. Something similar to the Hidden Mode in SR4. Because without such a thing that game is dead...
Well. It's still possible if you play an opt-out awakened, a bio-augmented mundane or a decker, I suppose (barring some great defense mechanism that nobody mentioned yet). It kills all cybered characters (and maybe also riggers, depending how they get shafted this edition). Except if you houserule that stuff out, which looks increasingly like the best solution.