QUOTE (binarywraith @ Jul 10 2013, 03:50 PM)

The fluff is the reason for the rules. The rules exist entirely to allow us to simulate the actions of characters in the world described by the fluff.
That would be true if it was a purely simulationist game, and they have gradually moved away from that approach since 4th. 3rd's matrix rules may have been perfectly fine in simulating the fluff of the matrix, but it was simply unfun and awful from a gameplay perspective, requiring the decker to play a side adventure where he was the only who got to participate, with everyone else waiting for potentially hours. What they did instead was to streamline certain aspects of the game for the sake of playability, and 4th has done a great job at it so far, with the occassional exception such as no-brainer choices blotting out every other option. Which, let's face it, skinlink was: 100% of the benefits, zero opportunity cost. From an optimization point of view, not taking skinlink when you relied on smartlink/visual enhancement glasses etc. meant you intentionally gimped yourself.
With the new system, players need to actually weight the pros and cons of going online with their gear. And +2 Accuracy is simply not enough benefit for hacking vulnerability, but +2 DP might be. Yes, I agree with you that some of the benefits seem rather illogical from an ingame perspective, and they probably could've thought of other benefits. But that is beside the point. What they did achieve on the majority of matrix-capable gear is to give players a
meaningful choice between risks and benefits. Being offline and still having 95-100% of the benefits is bad balancing; it invalidates the choice of going online, since the benefit wouldn't be worth the risk. I am, however, under the impression that this is what some posters feel entitled to. Which is kind of sad, really.
QUOTE (Shinobi Killfist @ Jul 10 2013, 04:32 PM)

Actually the other way works better from a game mechanics perspective as the +2 dice increases the likelihood you will need the +2 limit. anyone who is moderately gun focused will bump into the 5 limit on the ares predator all the dang time when you have an additional +2 dice to roll. This was a fail on a game design perspective and a fluff perspective. And the rules while they need to be solid should try to reinforce the fluff.
Risk vs reward is a decent game design concept but it needs to be used where appropriate and not slapped on top of everything with no concept of whether it fits or not. Though I am kind of curious what the risk vs reward is for the decker. If the weakest archetype needed extra risks slapped on his cyber for rather pathetic rewards how did the decker or rigger get boned.
I agree that their choice of benefits is odd sometimes, but in regards to the sheer rage at +2 DP on smartlink online available when online, I believe that this is what players desire more.
As for the decker, he finally becomes a viable PC archetype without everyone else requiring special adjustments. In earlier editions, decking was often outsourced to NPCs or slapped on a Streetsam ("Combat hacker") or Rigger. With Riggers being distinct now, and decking requiring a significant investment of resources,