QUOTE (Jaid @ Sep 22 2013, 07:47 PM)
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you yourself *said* that optimization becomes necessary to compete with other players in the same group, did you not?
if two people want to play similar concepts, and one of them is definitively worse at doing the job than the other, how is that not creating the incentive to optimize that you yourself insisted was such an awful thing that should never be necessary?
it doesn't matter if it's technomancer vs decker or aspected magician vs full magician vs mystic adept, the simple fact is that if you have two things that have the same function, and one of them is definitively better by a large margin, you are encouraging min/maxing by the simple fact of their existence.
if you really truly dislike min/maxing, then you should be in favour of balanced game design. having one character be perpetually overshadowed by another because of mechanical reasons very quickly leads to the one being overshadowed wanting to min/max hard enough to reach the point where they are at *least* equal in function.
I'm going to take this concept by concept, because I want to disagree with you in detail.
It isn't creating the incentive to optimize because you're creating a false dilemma. Technomancers and Deckers aren't meant to shine in the exact same circumstances, hence why they have
different mechanical functions that just happen to share a common arena, the Matrix. I don't know how many more ways I can lay this out to you without creating a flowchart here. A != B. Deckers and Technomancers are cosmetically similar, and can fill many of the same roles on a team, but they do so in very different ways.
QUOTE (Jaid @ Sep 22 2013, 07:47 PM)
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also, if you've got a GM that routinely makes taking away the decker's equipment a regular event, it's time to find a new group. the GM's ability to make anyone suck no matter what they do by taking away their ability to perform even the most basic functions of their role is *not* a useful balance point. having someone be ridiculously awesome most of the time and an absolutely worthless pile of crap the rest of the time is even dumber game design than making classes not balanced in the first place, because it means that the concept is NEVER a reasonable one - it's either a worthless pile of crap or an overpowered pile of crap, and neither state is desirable.
taking away the decker's capabilities entirely is merely going to lead to a situation where the decker has no value, which is not any better than the technomancer having no value. both situations suck, neither is desirable, and if your GM thinks that it's fun to take away a player's fun by denying them the ability to function as a character, it is time to leave, and never look back.
games should not be balanced on the basis that your GM is a complete and utter jackass any more than they should be balanced on the basis that one person should be worse at performing their basic function purely because they decided to play something you presented as an equivalently valuable option. if you're going to make something definitively worse than something else, it should not have the same cost unless it is not intended to be played at the same level (that is, it's fine if everyone is playing street level characters, and it's fine if everyone is playing prime runners, but you shouldn't have one person in a group of prime runners be only as effective as a street level character).
Honestly, as a GM, if my players do something so utterly dumb as to put their characters in a position to lose their gear? Tough shit. It's a game, actions have consequences, and anything short of character death is just part of that character's ongoing story. Part of the game balance for characters who need gear to do their stuff is that gear is frangible. It breaks, it is expended, and it is sometimes a pain in the ass to make sure you have it on hand. Refusing to use that against the players is a worse balance problem than using it against them, because it removes any effective opposition.
QUOTE (Jaid @ Sep 22 2013, 07:47 PM)
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(also, if getting cyberdecks past security is a problem, how do you imagine anyone is going to be able to get weapons, armour, or cyberware past security? if dealing with security is beyond the capabilities of your so-called shadowrunner team, then maybe they should consider a different line of employment than, say.... being a professional in the field of getting past security measures, because apparently they are utterly incompetent at their chosen vocation).
Getting anything past security is a problem. That is the Entire Point of having security in the first place. It is a complication in the run, and a challenge to overcome. One that characters who don't need highly illegal devices to function have an easier time with. Hence why PhysAds and Technomancers are stronger on infiltration missions into heavily secured areas.