Posted: Sat May 01, 2010 4:46 am
Fewer.FrankTrollman wrote: They gotta make it simpler. No, simpler than that. With less die rolls.
-Username17
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Fewer.FrankTrollman wrote: They gotta make it simpler. No, simpler than that. With less die rolls.
-Username17
That depends on whether you consider die rolls to be distinct units or an aggregate quantity. It's fewer dogs, but it's less sand. Personally, I consider die rolls in a dice pool system to be amorphous quantities, and thus to be treated like sand piles rather than fire engines. So it would be "less" rather than "fewer." I admit, that's a dialectal regionalism.endersdouble wrote:Fewer.FrankTrollman wrote: They gotta make it simpler. No, simpler than that. With less die rolls.
-Username17
Meh. We discuss how many die rolls it takes to resolve a combat action (three), not how much rolls, hence fewer in my book.FrankTrollman wrote:That depends on whether you consider die rolls to be distinct units or an aggregate quantity. It's fewer dogs, but it's less sand. Personally, I consider die rolls in a dice pool system to be amorphous quantities, and thus to be treated like sand piles rather than fire engines. So it would be "less" rather than "fewer." I admit, that's a dialectal regionalism.endersdouble wrote:Fewer.FrankTrollman wrote: They gotta make it simpler. No, simpler than that. With less die rolls.
-Username17
-Username17
Shadowrun is already built on the assumption that Hackers do things to Matrix targets, and Mages do things to Magical targets. Therefore an RPS counter system cannot be employed no matter how nicely you could set one up. The answer to a Watcher Spirit is a Mage, because no one else can even touch the damn thing.RC2 wrote:I'd feel better with some kind of counter system like.
The protection against that is actually the role protection of the magician and the deadliness of large numbers of dudes with shot guns. You can't hack even a lowly watcher spirit - it's not even on the same plane of existence as you. So the all hackers party is never going to be optimal. The goal is merely to give the Hacker enough to do that the fact that a Magician can learn Trid Phantasm and Improved Invisibility doesn't completely obviate the Hacker archetype. That means making the Hacker enough of a threat (even and especially to unwired opponents) that reasonable security precautions include stuff for the Hacker to deal with personally.Otherwise it seems like the entire game would just involve a party of hackers who wirelessly fucks up everyone in the building and then just steals shit.
Interrogating prisoners should probably be a Hacker thing, because it's very difficult to imagine a set up where that is not the case. The fact is that if you have a victim tied to a chair and unconscious, you can put a damn trode net on their head. You could even install a datajack in them against their will if it came to that. Anything that could possibly be done to any hacker at any level of exposure to the Matrix is something that can be inflicted on a guy tied to a chair. The hacker controls every part of the devices and the connections - and is thus in full control of both sides of the Hacker vs. IC equation as regards the prisoner.RC2 wrote:And it opens whole cans of worms regarding interrogating prisoners.
Well, street samurai can take out manifesting spirits with the right weaponry, and really if I was going to mod the game balance some, I'd say that spirit attacks were similar to magic healing, in which having low essence actually made them weaker, which would put drones and street samurai in the position of countering spirits pretty well. Now, obviously he can't harm passive watchers or anything, but that's not a heck of a big deal combat wise, since they can't do much to him either.FrankTrollman wrote: Shadowrun is already built on the assumption that Hackers do things to Matrix targets, and Mages do things to Magical targets. Therefore an RPS counter system cannot be employed no matter how nicely you could set one up. The answer to a Watcher Spirit is a Mage, because no one else can even touch the damn thing.
That's true. And I'm rather proposing that the edge is that the hacker can basically fry all the guys electronic gizmos so they don't work. In other words, while he may not be able to move your cyberarm on its own without wireless, he can like send a surge and totally disable it. Meaning that if you're a corporation that wants to go without wireless, the hacker can just easily pop off an electric surge on all your maglocks and wired cameras and totally fuck them up, and he can do that pretty much from range. Now, this may not seem all that useful to a shadowrunner since it would ruin the element of surprise however, consider that corps would be super vulnerable to electronic warfare terrorists, making it totally not worthwhile to do it that way, since any dude who hates them with a commlink can start causing chaos from a van outside. Servers go down, cameras go out, drones start to fuck up and so on.Similarly, the Hacker needs an edge if the target drops out completely.
Well that's fine honestly. But corps don't work that way. The fact is that they *need* computers to do the kinds of telecommunications that's necessary in Shadowrun. You honestly cannot function without them. Sure, they can totally decide "fuck it, we're going back to typewriters and sketchpads" but that's just not a feasible financial model in an age of high tech databases and AIs.If the Hacker is at a disadvantage because the target went low tech - then the optimal defense against Hackers is simply to not invest in any of this shit that costs thousands of ¥.
You can't hack watchers, but you could totally just hack the mage summoning it. In fact, your goal would seem to be to sit in a van (or storage closet if the building is wifi protected) and totally just go to town on everyone wirelessly. Watcher spirits are pretty powerful but they're also really stupid. Unless you tell them exactly what to look for, they're not going to be able to spot an intruder in a crowded corporate building.The protection against that is actually the role protection of the magician and the deadliness of large numbers of dudes with shot guns. You can't hack even a lowly watcher spirit - it's not even on the same plane of existence as you. So the all hackers party is never going to be optimal. The goal is merely to give the Hacker enough to do that the fact that a Magician can learn Trid Phantasm and Improved Invisibility doesn't completely obviate the Hacker archetype. That means making the Hacker enough of a threat (even and especially to unwired opponents) that reasonable security precautions include stuff for the Hacker to deal with personally.
From the Ends of The Matrix pdf, b/c it's the easiest.Black Hammer
Type: B Range: S (LOS) Time: CA
An improper neural impulse can digest a pancreas, terminate breathing, or stop a heart, which is exactly what Black Hammer does. If a character is affected by Black Hammer, she uses Willpower (Biofeedback Filter bonuses apply) to resist physical damage equal to the Rating of the attack plus the net hits. Black Hammer is incapable of doing damage beyond that which is necessary to completely fill in the condition monitor. Any excess damage is lost (stoppage of internal organ function is bad, but it's not "heads exploding" bad).
That's very true. But I think the hacker's schtick should stay with machines and not with just randomly KOing people. If anything needs to take a nerf, it's the wifi blocking paper. Honestly, you may just want to get rid of that shit entirely. If we're dealing with some kind of special rays that can hack brain matter without any active connection, I don't see why it's a big deal to say that it can go through copper.FrankTrollman wrote: But yes, to an extent, the magician guy is really there for the things he can do to the normal physical world when the astral stuff isn't fighting back. He can spy on it, he can cast spells on it, he can conjure spirits at it. It's good stuff. But the Hacker's real draw is that he can extract the paydata from the computer at the end of the adventure. But the problem is - that's the end of the fucking adventure. He needs something to do before then. In fact, he needs something to do at every part of the adventure.
Because Faraday cages exist in the real world and in previous SR canon. While you have a free hand to rewrite how the Matrix works, from a great deal of previous precedent, eliminating gadgets - especially gadgets which have become ingrained to the setting - is not something that will be well-received.RandomCasualty2 wrote:Seriously, why can't we just get rid of wifi blockers entirely?
This is important.A Man In Black wrote:Because Faraday cages exist in the real world and in previous SR canon. While you have a free hand to rewrite how the Matrix works, from a great deal of previous precedent, eliminating gadgets - especially gadgets which have become ingrained to the setting - is not something that will be well-received.RandomCasualty2 wrote:Seriously, why can't we just get rid of wifi blockers entirely?
This is true, and you've got to be planning around it. When the bullets aren't coming hot and heavy, that pushes the Street Sam to the back of the bus. When the adventure moves to the observation deck of an abandoned chemical plant, the magician gets pushed to the back of the bus. And yeah, there should be things that push hackers to the back o the bus. I nominate Cockatrices, because they have non-human nervous systems, no datajacks, and are not fooled by holograms.Zak wrote:While I have no issue with your hacking changes, certain missions will always push someone out of the spotlight into a more passive role.
Zak wrote:I never really like the one-trick-pony style a lot of SR characters showcased.
Well, there's two things there. Firstly, yes. Every character should have a dabbling of abilities to do in various parts of the game. Frankly, shit like Uncouth just shouldn't even be an option in the basic rules. Save that shit for when you're writing up Centaurs and other dubious characters that require intense discussion with the Game Master to fit into a story line.mean liar wrote:Part of the trouble is the setting assumption that a character that can hack can only hack. You want Street Sams to do more than "killing fools", and that's a good thing - so why would you limit Hackers to just hacking while trying to figure out a way to expand the scope of hacking so that it's as useful and universally-applicable as Magic?
I don't think the core book can help you that much in not making failure characters. You're going to get a couple of side boxes that emphasize such words of wisdom as "Magicians should provide some fucking spell defense" and "You will make a lot of Perception tests no matter where the story arc is going." But to an extent, it's highly campaign specific - hell, there are games where Nautical Mechanic is gold.Zak wrote:How can this be adressed in SR5, or should it be ignored for the core book and only later be discussed in some obscure sourcebook (like SotA)?
Well you offend them with brain hacking too. So I don't see what the big deal is. It's magically okay for electronic devices to use some weird quantum entanglement thing to hack people's brains, but bypassing wifi shielding is some concept completely alien to sci-fi? Seriously. wtf?FrankTrollman wrote: This is important.
Electromagnetic shielding is actually pretty well understood. It works. It works, very well. And it's a gadget that exists in the real world. If you take it out of the game, you will offend people.
Well, I don't really see an issue with the hacker being less useful against the ork gang. The same deal where the big bulky troll is less useful for missions that require social stuff primarily. Every runner should have a chance that he's put out of his element, in fact, it's the very reason you have runners with multiple specialties. Behind a hacker doesn't even prevent you from just using a gun, and honestly that's what SR expects you to do sometimes.Which is where the holo-pattern-hacking thing comes in. Hackers need the ability to do something to low tech people in metal armor - because those are real. If you can't come up with something for hackers to do against "a gang of orks with baseball bats" or "someone who makes their building into a Faraday Cage and puts a mechanical lock on the outside" then your hacking system has failed to deliver on providing a viable hacker archetype, because those missions exist.
Magic requires a line of sight, which means you can just as easily shoot the mage.Orion wrote:Magic fucks you up whether you personally use any or not. The only defense against magic is superior magic.
Why shouldn't hacking be the same way?
Yeah absolutely, but that's really something that needs to be fixed, given that a cabal of mages tossing endless remote service spirit summons at you is broken in SR4.Orion wrote:But mages *can* totally just drop giant spirits on you from the astral.
Not really, anytime you can basically sit in a closet and direct an infinite amount of defenses without reprisal, that's bad. Offhand I'd recommend making spirit drain such that it always drains you at least 1 point of stun and that your astral link to the spirit remains after it was summoned, such that they can follow you back to your closet and screw you.Akula wrote:The problem is the remote services, not the spirits.
So your argument is irrelevant.