QUOTE (Moves @ Jul 7 2013, 02:14 PM)

I've been GMing Shadowrun for over a decade and I can count the number of deckers/hackers I've had on one hand. The mechanics were never all that great for them, and NPCs filled the role. Nobody wants to show up an hour early to run through the Matrix, and then sit on their hands for the rest of the run.
To me, I think that giving hackers something to do in combat is a good move.
I strongly agree with this post, it phrases (more succinctly) something I've been thinking about putting words to for a while now.
Basically, I think there's a conceptualization program going on. I see the chain of causality as looking something like this...
1. Hacker's in old editions of SR can't have nice things/do cool stuff.
2. No one really plays hackers in older editions of SR; they become extremely under-represented as PCs, i.e. "Hackers aren't PCs".
3. Newer edition of SR givess hackers nice things/the ability to do cool stuff.
4. Rather than re-orient perspective to the possibility of being able to do cool stuff as PC hackers, people see the above as stuff that can be done TO their PCs, not BY their PCs.
QUOTE
Actually, some authors (Bull, Neurosis, Aaron) have provided a lot of information on defense options. It's just that those still put a PC on the bad end of hacking, very much so. 12 dice vs. 18 dice statistically equals 4 vs. 6 successes and a decent chance at a win for the larger pool. Unless other powerful options exist (such as this "full defense" thing, which so far did not come up), there is no good defense against hacking except opting out and vehemently gimping cyber-based streetsams. Hence, I suppose the 5E standard streetsam will rely on bioware whereever possible (unless it just gives gimpy boni, then it's been rendered useless too).p
Alright brosely, you're really going totally nuts with the dicepool inflation here.
18 dice is a totally absurd assumption for an out-of-chargen hacker. Even with Exceptional Attribute Logic, Logic 7 (9) with two extra points from Cerebral Booster (Max available at chargen IIRC, AFB), and Cybercombat 6 with a specialization in Data Spiking or whatever, that's "only" 17 dice, and that assumes a colossally absurd and unlikely amount of minmaxing.
The reason it's so colossally absurd and unlikely is that attributes other than Logic and skills other than Cybercombat are immensely valuable to hackers, so an out-of-chargen hacker that squandered that many of their limited resources on Logic and Cybercombat is very unlikely to be a viable character, because they're unlikely to have the resources left for a good Intuition (used in hacking), other halfway-decent attributes to survive contact with the streets, other Electronics and Cracking group skills (such as the "Hacking" skill itself which is kind of a little important for hackers), other "basically everyone needs this at some level" skills like Perception and Pistols or whatever, and oh yeah, an HFS expensive deck good enough to have a Limit that makes having a dice pool of 17-18 even matter at all.
TLDR; basically, an out-of-chargen hacker with anything like 17-18 dice to bricking devices is about as likely as an out-of-chargen street samurai that somehow has 17-18 dice to resisting hacking: not, at all.
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The reasonable dice pool range for a GOOD (i.e. well built) out-of-chargen hacker is 12-15. Because that hacker is also going to want 12-15 dice for actions that are based on Intuition + Hacking as well as actions that are based on Logic + Cybercombat, to say nothing of at-least-marginally-useful skills like Electronic Warfare, Hardware, Software, and so on.
So no, I'm sorry, as dedicated as you are to selling this 12 dice vs. 18 dice BS, the truth is an exceptionally good out-of-chargen hacker is rocking at best 12-16 dice. 12 Dice (Logic 5 (7) plus Cybercombat 5 would seriously not be unreasonable, particularly if the character wants a natural 6 or a 7 in Intuition (which can't be cybered up) and at least a 5 in Hacking. Generally speaking, the average net successes a really good hacker gets against anyone even moderately interested in investing in matrix protection is a whopping...one or so. And that's if they have a cyberdeck with limits good enough to support their dice pool:
a DR3 Cyberdeck which costs about 4100% what a DR6 Commlink costs. This is not SR4 + Augmentation + Unwired where you could routinely build a character that threw 20 Dice hacking on the fly versus a DR5 system that had around 10 Dice to resist.