Ice9 wrote:I'm - not seeing the crazy there.
Whu?
OK, let's look at a single sample character. Not a real character made by a player, not a character made to exploit infinity mirror problems or with built-in redundancies to limit hack attacks, just one of the bullshit sample characters in the book. I choose the Enforcer because he happens to be on the first page in that part of the book that I opened it up to. His equipment list is as follows:
Cyberware
Datajack
Wired Reflexes (2)
Gear & Lifestyle (55,000¥) (11 BP)
Transys Avalon Commlink (w/Renraku Ichi OS
and Sim Module Modified for BTL/Hot Sim); AR
Gloves; Glasses w/Smartlink and Image Link;
Ares Predator IV (w/Concealable Holster and
10 clips of Explosive Ammo); Remington 990
(Smartlinked, w/10 clips of Flechette Ammo);
Monofilament Sword; Lined Coat; 3 Different
BTL Chips; Fake Gun License (Rating 4); High
Lifestyle (1 Month)
How many of those things can be hacked? Probably at least the Datajack, the Reflexes, the Commlink, the Glasses, and the Gun, right? That would be five device targets. Five choices isn't the end of the world from an option paralysis or game learning curve standpoint, but think about how completely fucked this is getting.
First of all, that's actually five things off a list that goes on for nearly
fifty pages [pdf] even in list form. There's really a lot of fucking equipment, and while not all of it is going to be hackable, it's a list which is nevertheless long enough that it is wholly unreasonable to expect any player to remember what the hacking options are for any equipment they don't own. And it's even worse than that. You aren't seriously suggesting that there's only one hack option to perform on vision systems are you? At the very least, you'd expect to be able to blind them or make them see something fake as two different things.
So now let's consider a relatively simple scenario with like two enemies. Maybe it's a named commander and a bunch of identical grunts. Maybe it's just literally two different enemies. Whatever. There's two of them. Each one has five hackable devices, which in turn creates ten hacking option entries that the hacker player now has to look up in the middle of the fucking game because they sure as shit didn't memorize all the hacking entries on all the equipment in fucking
Shadowrun. Now that they've looked it all up, they have at least twenty hacking options (disable or subvert for each device) to choose from. Holy fucking shit!
So it's initiative count 8. It's the hacker's turn and there are
two different enemies. Now the hacker needs the GM to rattle off ten devices, which the hacker has to look up in the book (better hope none of those devices are from expansion books), and then evaluate twenty fucking options that he didn't know he had back at initiative count 9. The game would slow to a fucking crawl.
And remember: we're making extremely simplifying assumptions about the opposition and the hackable items list. To give you the merest glimpse of how fucked up this would get as soon as the rubber hit the road, I just google searched a street samurai character sheet. Let's look at the equipment list of an actual player character someone felt like posting:
Cyberware
Commlink w/Sim Module 0.2 2,300¥ -
Data Jack 0.1 500¥ -
Data Lock 0.1 1,600¥ Encryption Rating: 6
Cybereyes Basic System 0.3 750¥ -
-Eye Recording Unit 0.1 2,300¥ -
Smartgunlink 0.1 2,300¥ -
Vision Magnification 0.1 2,300¥ -
-Flare Compensation 0.1 750¥ -
Bone Lacing 1.5 40,000¥ Titanium
Gear
Armor Clothing 500¥
Full Body Armor 6,000¥
-Helmet 1,000¥
--Low-Light Vision 100¥
--Thermographic 100¥
--Nonconductivity 1,200¥
--Shock Frills 200¥
-Thermal Damping 3,000¥
Backpack ?¥
-Medikit 600¥
-Survival Kit 100¥
-Gas Mask 200¥
-GPS 200¥
-Thermite Burning Bar 500¥
Miniwelder 250¥
2xConcealble Holsters 150¥
Sidearms - 10 Gel Rounds 30¥
Sidearms - 30 Regular Rounds 60¥
SMG - 30 Ex-Explosive Rounds 300¥
SMG - 90 Regular Rounds 180¥
SMG - 30 Tracer Rounds 225¥
Sniper Rifle - 20 APDS Rounds 140¥
Sniper Rifle - 20 Ex-Explosive Rounds 200¥
Defiance EX Shocker 150¥
2xHammerli 620 S 1,300¥
Walter MA-2100 5,000¥
Katana 1,000¥
Survival Knife 50¥
Ingram Smartgun X 650¥
Even if it was possible to create a device-based hacking effects list that had a Nash equilibrium where players preferentially used the special hacking effects allowed by devices
and players voluntarily used those devices despite the fact that the special hacking effects they unlocked were nasty enough that enemy hackers would choose them preferentially - it's just not something you can dump onto the game without creating a complete traffic jam every time it's someone's turn. The device list is so long that the device based hacking effects list must necessarily be too long. It has to be too long in the book to read and remember it all, and it has to be too long in any particular encounter to lead to quick and coherent decision making.
Basically you need a hacking effects list which is irrespective of what actual devices people actually have. Because generating the effects from the available items is completely impractical in an actual game. Also virtually impossible to balance. But the fact that it's simply procedurally unachievable is more than enough reason to discount it as a possibility.
-Username17