All the mechanics? No.fectin wrote:This all seems to say that shadowrun has a bad system for what it wants to do.
Is it better to rip out all the mechanics, and replace them with something much lighter?
Consider the complaint that the herpderp gallery keeps making: if you standardize hacking action results, it will be like magic. And that's supposed to be bad, despite the fact that most everyone involved agrees that the magic rules work and the matrix rules don't.
No one seriously suggests that magical attack options should be procedurally generated by the potential target's birth sign and the feng shui of the building you're in. It's not that that would be "magical feeling" it's that it would be obviously impractical to actually do that at the table. But for some reason, when you bring up the possibility of a hacking minigame, people keep trying to run it exactly like that in proposed models. It's obviously unworkable, but you got mouth breathers like Cyberzombie whining that it has to be that way. Because otherwise dogs and cats will live together or something.
Your options to hack a dude simply can't be dependent on what cyberware and gear he has, because that's obviously insane. But the end result of that line of reasoning is that if hackers can create their diversions regardless of what gear their targets have, then by necessity hackers can also create diversions or whatever it is they do to targets who have no ware in their heads at all. And that makes people squeal like raped parrots. Brain hacking is an absolutely necessary concession, because otherwise hacking has enemy device defined options, and that's clearly unworkable.
-Username17
