I see three problems that seem to be generating the most concern and they seem to be too much of a good thing.
And I understand that reason behind a lot of the decisions.
I want less dice being thrown and I'd like there to be more things for the hacker to do, but they seemed forced (a bridge too far).
IMHO a decker shouldn't expect to be able to hack military grade cyberware or drones on the fly because the Military won't take the risk (which has long been a cyberpunk trope).
And in a high security area, a runner who is not a decker (not having a deck to hack the local systems) is going to be running off line except through his team decker because he doesn't want to tip off the Corp Security Spider or leave any traces of his activity (having a stray RFID tip off the Security Spyder about the runners in his building is also a Shadowrun trope).
So that is where I'm coming from.
The first is some of the Matrix bonuses don't make sense (like the smartgun link).
The second is some of the Matrix bonuses we used to be able to do with a DNI (like activating Bipod/Tripods) but can now only do with with a Matrix connection (while DNI (a cyberpunk staple) seems to be totally ignored by SR5).
Finally hacking cyber is cool, and I can see a decking hacking a beat cop or a ganger but not a Corporate High Threat Response Team or a SWAT team expecting trouble.
When the Pros come out to play, they are just not going to risk it happening and would have the hardware to prevent (paying the price of not being connected to the matrix), but all the hardware to protect a pro is gone or ignored.
We will have to agree to disagree on Skin Links but it is real life technology and just common sense.
However a Smartgun link induction pad or a fiberoptic cable would work just as well.
I've always ran Shadowrun as Hardware will always beat software if you are willing to pay the price but I'm not seeing that in SR5.
Finally no one will has commented on this, but the most basic fact is that a runner has to leave no trace.
If you are going to out committing crimes/doing a run/in the middle of a special op you are not going to want to be broadcasting any thing.
You will either tip them off that you are here, open your self up to being hacked, or leave digital fingerprints of all your activities.
Any of the above can get you dead if the stakes are high enough.
Yet no one has explained how a decker can back track his team and can scrub all trace of the activity of a bunch of highly illegal runner gear that has been meshing with other devices in the area and using the cloud.
So not having skin links in the core rules (or fiberoptic cables or Smartgun link induction pads) is like not having white noise generators, bug detectors or gas masks in the core book and saying they will be coming out in a later book.
Especially when SR5 has just introduced all these new fun things for a decker to do.
QUOTE (Bull @ Jun 28 2013, 10:20 PM)
I'm really confused as to how you think this is just going to automagically happen.
It's pretty easy to have decent defenses (DR 6 Commlink is pretty affordable), for one, and provides a solid defense. And even then, items can't just be intsantly, magically bricked. It's about as easy and as efficient to brick someone's cyber as it is to shoot them and kill them (or spell them and kill/stun them). It's on par with that.
Plus nothing stops them from having a counter-decker protecting them.
The whole idea of being able to hack gear and cyber is to provide some fun options to the decker, and we finally have solid rules for how that works (since, you know, this stuff's been around forever).
Also, I'll note Skinlink is not "retconned out of existence", it's just not in the core book. I personally hope to see it get some heavy modification, since it was basically just a nearly-free magical "ignore wireless" piece of bullshit. There should be some DNI connectivity or some subdermal implants or something involved there, IMO.
Bull