I never said that every hack should require legwork. I said that major fluffy hacks, like making someone kill themselves with their own arm, should require research and be like an additional objective in a computer game. And I've always, let me repeat, always from the start of it mentioned that hackers should be useful on the tabletop. I just don't want them to overshadow everyone else, the way magic users did during 4th edition.Parthenon wrote:Notorious, can you shut the fuck up about your love of the legwork. Your position has gradually changed over time:
[*]It's not bad that hackers are too complicated to use in combat because they are useful at legwork
[*]Hackers should be worse at combat because they are good at legwork
[*]Hackers should require legwork for each and every hack they intend to do and should plan ahead for each and every enemy
What next? Hacking should be impossible during combat and hacking can only be done during planning a run?
And maybe its just the way my group plays, but legwork has always been a critical, if not the critical part of Shadowrun. The tabletop is there to see if your detailed plan worked out. Which makes hacker's ability to prep and plan worth it, because they can neutralize those encounters from the start. Look at Missing Blood for example, 90% of it is legwork with the occasional encounter, which can be misdirected or intercepted if your smart in your planning. Shadowrun without legwork is just DnD with guns and that would suck.