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Handling hacking/when the equipment matters more

 
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shinryu
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Joined: 18 Jul 2011
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PostPosted: Thu Aug 16, 2012 10:56 am    Post subject: Handling hacking/when the equipment matters more Reply with quote

One situation that comes up in some genres (particularly i think in the hacking context, but possibly in other situations) is one where the level of the equipment you have (crappy radio shack my first cyberdeck vs. ono-sendai semi-autonomous military grade forcible internet colonoscopy version 12-2)
matters as much or more than the skill of the character using it. Depending on the setting, I've seen one or two ways that this has been handled in Savage, using Hacking as the generic example:

1) You're literally only as good as e.g. the worse of your Hacking Skill or the computer's die type. Not a bad way to handle things but might overly penalize good hackers with bad equipment.

2) Flat bonus or penalty to hacking skill based on equipment. Arguably the canonical way to do it, but does make a powerful piece of equipment very powerful. Also, hard to gradate the power curve; +4 is way better than +2 is obviously much better than -1, even.

I had a thought, however: if the equipment operates with its own die rating, what if the character was allowed to make assistance rolls to aid its operation? Essentially, you make a Hacking roll, and then add however many bonuses for success to the roll the equipment makes (assuming it generally operates as an Extra). While this does require an extra roll, unfortunately, it allows a good hacker to improve on bad gear or for good gear to make up for a mediocre user. It also allows gear to operate on its own if that's appropriate so the hacker can decide to do other things (say, run a drone) or have multiple characters "assist" one system's action. One question I would have is how much better/worse someone using this system would do vs. a Wild Card using the standard system (e.g., an Extra's skill roll plus some variable bonus vs. a straight Wild Card skill roll). I could probably simulate this but I'd be interested to see if anyone else had any idea how that played out (paging Zadmar).

Thoughts?
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Cryonic
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PostPosted: Thu Aug 16, 2012 11:12 am    Post subject: Re: Handling hacking/when the equipment matters more Reply with quote

shinryu wrote:
While this does require an extra roll, unfortunately, it allows a good hacker to improve on bad gear or for good gear to make up for a mediocre user.


Why is that unfortunate? that actually makes sense. A really good hacker can overcome issues of mediocre hardware and a mediocre hacker can benefit quite a bit from good gear. In the former case, that is because a good hacker knows how to eek out the most from the hardware (s)he has available, unlike a mediocre hacker. In the latter case, the mediocre hacker is being helped by the extra power/performance of the better machine.
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GranFalloon
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PostPosted: Thu Aug 16, 2012 11:49 am    Post subject: Reply with quote

I think the hacker should get a bonus based on how lousy his equipment is. Really, which is cooler, hacking into the pentagon from a supercomputer or from a Speak N' Spell?

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shinryu
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Joined: 18 Jul 2011
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PostPosted: Fri Aug 17, 2012 1:45 pm    Post subject: Re: Handling hacking/when the equipment matters more Reply with quote

Cryonic wrote:
shinryu wrote:
While this does require an extra roll, unfortunately, it allows a good hacker to improve on bad gear or for good gear to make up for a mediocre user.


Why is that unfortunate? that actually makes sense. A really good hacker can overcome issues of mediocre hardware and a mediocre hacker can benefit quite a bit from good gear. In the former case, that is because a good hacker knows how to eek out the most from the hardware (s)he has available, unlike a mediocre hacker. In the latter case, the mediocre hacker is being helped by the extra power/performance of the better machine.


Well, all things being equal, fewer rolls is better rolls. But I concur, I think the flavor this gives is probably worth it.

Partially this was to try and get at the hacker/technomancer divide for Shadowrun: a hacker is "safer" and easier to get up and running since he can just buy his gear, but he's dependent on the "skill" of an Extra (his cyberdeck/commlink) which is also attacked as an Extra... whereas the technomancer just jacks right in and uses his Hacking skill directly (most of the time with a Wild Die, presumably), but that also means he is literally only as good as his Hacking skill and of course is taking all damage from attacks in the matrix directly. If you just give one side or the other flat bonuses I think this doesn't work very well, but if you give them both slightly different mechanics it probably balances pretty well. Again, would like to have or generate some numbers to see for sure.
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