Shadowrun

Shadowrun General => General Discussion => Topic started by: Wakshaani on <11-07-15/2342:12>

Title: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-07-15/2342:12>
For a while, there's been a lot of talk around this issue, but I figured it'd be nice to gather it all up, sit down, and chew the fat over a few weeks. Moving away from "Everyone can hack everything" to "Hacking is hard and you really need a Decker around" is a move away from the 4th ed style and more to a 1st-3rd ed style. Obviously, this doesn't sit well with *everyone*, but it's a design decision and one that I, personally, support.

But how much should a deck cost?

Here, we get into both design elements (How much of an 'archetype tax' is there?) and in-world continuity (Do you want to have scrappy teenage streetpunk deckers? Only elite corporate black opps deckers?) Is this something for high schoolers or is this something that requires a BIG investment? Do you want to allw a mid-range decker subtype, like a Face who dabbles in hacking or a 'combat hacker' who mostly shoots but also decks, or do you want to push Deckers only? (We're skipping over Technomancers for now. I'll talk about them at a later date.)

I always liked having an entry-level deck, a mid-range 'This is for most starting deckers', a high-end 'This is for Resource A deckers only", and then a deck or three that were out of reach for a starting character, but, other people have mentioned wanting better toys right out of the gate. Some people don't like teh low-end decks on teh grounds that no one would take them, but others have a problem with any deck being so expensive that it's more profitable to track down deckers and steal their gear than to go on actual missions.

SO, lots of angles here, lots of elements, and plenty of things I want to discuss (After hearing from y'all first, mind!) ... but I want to try and keep focus on, in essence, teh 'entry cost' for Decking, not so much the rules on Decking themselves. Decks, skills, and so on, teh Decker 'elements' as it were. (And, again, try to hold off on Technomancers by and large? That's a whole other topic,)

Try to keep it civil gang, and I'll try to pop in often to chat.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Jack_Spade on <11-08-15/0147:34>
I liked the pricing of the RCCs. Take those and double them for you decks.

That should be enough to make them still valuable but not so expensive that you have to quit your character once your equipment  has been fried.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Duellist_D on <11-08-15/0357:05>
I'd take a mechanical approach:

Baseline 1: Decking should be a subset that requires a tradeoff to be good in, like Cybersams, Adepts, Magicians etc.
Baseline 2: Decking can't be TO expensive, else it makes no sense ingame because nobody could afford the shit and we would have no black deckers. (This was a heavy issue until Data Trails)

So, with this set, I'd first take a look at the priorites. You can make a viable streetsam with Priority B and an excellent with Priority A. Same goes for magicians, though they can also be viable-to-very-good with Magic Priority C + the right Race Priority.

Since Cyber could be a bit stronger compared to Magic, it would be advisable to keep its priorities in mind when setting the prices for Decks.

At the moment, you need Priority A to get the Deck with the highes Availability at Chargen. The next to levels below can be afforded with priority B on Nuyen, but leave you with very little Money left.
This is, IMHO a bad design choice, as you have to give up to many Skill and Ability Points for a decent to good deck, while Mages and Sams doing the Same (Chosing A priority) already end up in the "excellent" branch of their respective professions.

Reducing the Prices of Decks by around 20-30 percent (maybe even a wee bit more for the lowest level Decks) should do the trick.
It would make playing a Decker who doesn't go all out for Priority A - Nuyen viable, while allowing those who want to, access to top-level hardware (as long as they invest in restricted gear) at chargen.
This would open up a much broader field of possible levels of expertise for CharGen Deckers, instead of the current one where going anything except Prio A (Money) + Shony CIY is a really bad choice.
At the same time, the prices for Decks would still be high enough to keep it from degrading into something that everybody and his grandmother can afford to do on the side, thus protecting the niche of the archetype.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-08-15/0528:39>
Personally I go one lower than Sony anyway, due to how much you can improve dice pools by going for the next tier down and having only slightly lower limits.

I certainly think that it'd make sense to have decks be cheaper, even if other things good for hackers get added and take up the rest of the money. The reason for that is that replacing a deck currently has a huge price, and most people assume it'll be ages before you could buy a better one after CharGen (unless GM is kind), so don't bother trying. It is after all, pay a few hundred thousand nuyen to get +1 to Matrix limits and an extra program, and it is far cheaper to improve other things through 'ware.

The other reason is it means if you throw in a decker as a GM, you have to either make their deck the (rather high) mission reward, or somehow manage to fry it. They are so valuable that it risks "forget the mission objectives, make sure you take the decker down without harming their deck".
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Sendaz on <11-08-15/0550:51>
I think it should be an investment, but not quite the staggering it costs just for even the most basic.

Now in the case of the high schoolers it is often mummy & daddy unwittingly picking up the tab or a street rat have done some scrounging/swapping to get those pieces, but still the overall cost for that rating 1 deck should be around 1/5th if buying off your fixer to maybe even 1/10th of it's current pricing if scrounging parts your self as it is just getting your foot in the proverbial door.

And you can even implement limits on improvised gear so you can't make the equivalent of a Fairlight easily without scrounging from much higher level devices/areas to assemble the knockoff.

The high end stuff is not so bad because it is supposed to be the best of the best, but could still do with a bit of price reduction by knocking off a third to maybe even half of the original cost.

Honestly if you are carrying anything on your person that is worth more than a half mil by itself and does not require actual surgery to remove it, that is a reason to get shot in the face by people around you all on its own or make you seriously consider PC suicide if you lose it.  :P

But it is hard to discuss the 'entry cost' for decks without also discussing maybe some tweaking of decks themselves.
One thing to consider is maybe the decks should all get the ability to carry/use a few more programs actively.
That rating 1 deck can just have 1 program up at a time and you have to constantly swap out.
While that makes some sense as it is a pretty basic device held together with synthgum and electrical tape, it is the equivalent of having a beginning Sammy who can go into a fight with a gun but no body armor, trusting just your own body to soak it up, which can work for trolls but some of the squishy sort not so much.
One thing is all cyberprograms pretty much take up the same slot regardless of actual power, maybe by offering more slots but then have the badder programs take up more than 1 slot to balance it out.
But like you say this is drifting into Decking rules, however it is still something you have to keep in mind while you are discussing pricing as this is part of justification for said costs.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-08-15/0935:50>
One issue with the current Cyberdecks is the device rating sets the limit on the PAN size.  Data Trails gives players a range of options for hacking devices, at a variety of costs and limits.  But Cyberdecks are always the loser on PAN size.  It's just one more reason to not take a Cyberdeck.

Options from Data Trails make it possible to build a bargain basement hacking device out of an RCC or Commlink.  But their are trade offs.  I'd like the Cyberdeck to be the clear choice if you've got the Nuyen. 

As a Decker I shouldn't be comparing a Vulcan Liegelord, a Transys Avalon with a Sleaze Dongle, and a Little Hornet as equal choices for hacking with some secondary trade offs.  The Cyberdeck should just win for a Hackers choice.

Anyway, around a 100k should be the starting point for something that lasts most of a Decker's career.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-08-15/0954:49>
One issue with the current Cyberdecks is the device rating sets the limit on the PAN size.  Data Trails gives players a range of options for hacking devices, at a variety of costs and limits.  But Cyberdecks are always the loser on PAN size.  It's just one more reason to not take a Cyberdeck.

Options from Data Trails make it possible to build a bargain basement hacking device out of an RCC or Commlink.  But their are trade offs.  I'd like the Cyberdeck to be the clear choice if you've got the Nuyen. 

As a Decker I shouldn't be comparing a Vulcan Liegelord, a Transys Avalon with a Sleaze Dongle, and a Little Hornet as equal choices for hacking with some secondary trade offs.  The Cyberdeck should just win for a Hackers choice.

Anyway, around a 100k should be the starting point for something that lasts most of a Decker's career.

I think that the problem you have I've never though that my starting Deck would be my ending Deck I feel it is only a starting point I put around 45% to 65% of my income in game to Deck up grade.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Raven2049 on <11-08-15/1024:35>
One issue with the current Cyberdecks is the device rating sets the limit on the PAN size.  Data Trails gives players a range of options for hacking devices, at a variety of costs and limits.  But Cyberdecks are always the loser on PAN size.  It's just one more reason to not take a Cyberdeck.

Options from Data Trails make it possible to build a bargain basement hacking device out of an RCC or Commlink.  But their are trade offs.  I'd like the Cyberdeck to be the clear choice if you've got the Nuyen. 

As a Decker I shouldn't be comparing a Vulcan Liegelord, a Transys Avalon with a Sleaze Dongle, and a Little Hornet as equal choices for hacking with some secondary trade offs.  The Cyberdeck should just win for a Hackers choice.

Anyway, around a 100k should be the starting point for something that lasts most of a Decker's career.

i know this discussion, i had it with one of my GM buddies, i was debating doing this exact thing with my rigger. i ended up getting the hornet (which im still torn on doing) and im still unsure as to why currently (which is probably why im torn on doing it). i guess i could get the same effect out of a commlink with a program carrier mod and a sleaze/attack dongle, but the cost was about the same so why would i do that? and have to flip between dongles. Still unsure but its done.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-08-15/1136:09>
The attack and sleaze attributes are just the limits for tests (sleaze has arguably more uses), so it is more an issue of matching your device performance to your own skill.  You could also just use edge to get by the limit issue.  If you were any good as a hacker, you should be able to pull off some stunts with a toaster.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-08-15/1300:06>
First and foremost I am not a Decker player, like ever even in SR:R I don't make one. But, the prices of Decks should be lowered. There were some decent percentage amounts suggested by others. But, currently spending majority of you cash on your primary job item (unlike everyone else that has multiple items) that can be easily taken from you or broken is a bad game design. Don't think they should be super cheap, but Decks should always be the best for hacking when comparing to other options of similar price level.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-08-15/1423:29>
Personally, I think decks should be an important investment, as they're the analogue to all the sam's expensive ware and the mage's high priority Magic and/or getting a power focus.

They're probably too-expensive as-is, but the very existence of dongles as "things that let you deck decently well, without a deck," continues to boggle me as the 5e design perspective is "bring back decks, no more commlink hacking," except they then made commlink hacking better than deck hacking...

I think that something decently expensive, but with a LOT of modification and upgrade options, is the way to go. Like, it's the difference between ware being relatively low-mod, but being able to buy a ton of different kinds. You only really want one deck at a time, but it should have a whole lot of good customization options.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Senko on <11-08-15/1453:18>
I don't play deckers either but I agree the prices seem excessive especially compared to other gear I mean for the price of a mid range deck your well on your way to buying a permanent medium lifestyle. RCCs, comlinks even most cyberware is cheaper. Gearing wise you can probably fully equip a basic Sam or make for the same price as the cheapest deck. A deck with very low stat's at that and then it effectively doubles in price to the next step up.

I can see the top end ones maybe being their price if your paying for brand name as much as function but I think most of them could easily be reduced by 25-50 percent. and still protect the decker role while not being either the automatic target of any runs or a reason to retire if you loose it.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-08-15/1514:36>
Gearing wise you can probably fully equip a basic Sam
Not remotely competitively.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-08-15/1549:44>
Gearing wise you can probably fully equip a basic Sam
Not remotely competitively.

A competitive Street Sam can make do with Resources C or D, whereas the Decker requires Resources A or B to have a decent deck to use his skills with. Sure, the Street Sam would have higher initiative dice with A or B, but he doesn't NEED them to 'be competitive'. The Decker, conversely, does need a good deck, which a good one is equivalently priced to more expensive than Rating 2 Synaptic Booster.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Tecumseh on <11-08-15/1606:14>
If I were Wakshaani, I would want some hard numbers. Here's a draft I came up with for discussion.

Full disclosure: I don't have Data Trails and don't know all the ins and outs of dongles. I also don't play deckers, but I do GM them regularly, including both Street Scum and Prime Runner campaigns.

With that said, here's my table:

Device Rating     Current Cost     Proposed Cost     Reasoning / Parallel     ¥ Difference     % Difference
1¥48,500¥10,000Boosted Reflexes-38,500-79%
1.1¥58,000¥12,000+20%-46,000-79%
2¥110,250¥39,000Wired I-71,250-65%
2.2¥123,000¥43,500+12%-79,500-65%
3¥205,750¥95,000Synaptic I-110,750-54%
3.3¥214,125¥104,500+10%-109,625-51%
4¥345,000¥228,000Synaptic II, Alphaware-117,000-34%
5¥549,375¥427,500Synaptic III, Betaware-121,875-22%
6¥823,250¥675,00050% more than Resources A     -148,250-18%

I decided to use initiative boosters for comparison, as they are the defining trait of a samurai as surely as a deck is for a decker. (For discussion of this topic, in case the point is contentious, see Wak's Street Samurai Survey thread here (http://forums.shadowruntabletop.com/index.php?topic=21176.msg381290#msg381290).) Obviously the parallel is imperfect since cyberware and bioware have an Essence component in addition to nuyen costs, but it's a start.

As a GM, I want there to be a street-level deck option so that there can be street scum hackers that aren't technomancers. This is more for gameplay rather than fluff reasons. Boosted Reflexes (¥10,000) seemed like a good parallel for something an ambitious ganger might be able to scrape together. Costs could be even lower if the GM allows a deck to be bought used.

The differences between the devices within the same device rating (e.g. 1 vs. 1.1 in my table) are based on the price differences between those same steps in the current pricing scheme.

At the high end, I like that the Fairlight Excalibur is more than a runner can afford out of the gate. In previous editions it's always been an aspirational piece of tech, so I went with the same price increase over Resources A that we had in 3E (where the Excalibur was ¥1,500,000 vs. ¥1,000,000 for Resources A). With that in mind, here's a table with the proposed prices as a percentage of the various Resource priorities:

Device Rating     % of Resources A     % of Resources B     % of Resources C     % of Resources D
12%4%7%20%
1.13%4%9%24%
29%14%28%78%
2.210%16%31%87%
321%35%68%190%
3.323%38%75%209%
451%83%163%456%
595%155%305%855%
6150%245%482%1350%

Here we can see that a Resources A decker could afford a DR4 device with funds left over, or a DR5 device if they really broke the piggy bank. The Resources B decker could swing a DR3 deck without much issue but a DR4 only with severe restrictions elsewhere. Resources C would probably be looking at DR3 and Resources D (likely a street scum campaign) at DR1. To me, this feels like a good balance between runners coming out of chargen with good equipment but also having some new toys to shoot for, pun intended.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-08-15/1706:51>
I have to disagree with you Tecumseh as your comparing the cost of one piece of cyberwear to a Decker main equipment.  No Sam that I have ever seen has only one piece of wear try more like 3 or 4 at minimum.  Your chart just compares apples to bacon. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Tecumseh on <11-08-15/1732:56>
I am happy to be wrong if it promotes productive discussion. You've disagreed with my starting point but haven't said in which direction my conclusions are wrong. Too expensive, too cheap?

If there's broad consenus around decks costing less then the next question is how much less. My opinion, based on GM experience, is a lot less at the lower end and just a bit less at the upper end.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-08-15/1816:41>
I guess part of the question is do you see a Decker as their deck, or should they have other things too? I reckon a decker should probably either be looking for a deck + Logic and Int enhancers for high dice pools, or deck + initiative enhances for AR decking, or maybe deck + B&E skills/stealth. There is a danger with the cost of the decks at present that Deckers end up as one trick ponies. To be honest, I see it mostly as a trap, as decks are mostly limits, unlike pretty much all other expensive items which improve dice pools or give new functionality, which even for Deckers will tend to give more bang for the buck.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: PiXeL01 on <11-08-15/1849:32>
I feel that decks are too expensive I would love to see a price drop from anything between 20 to 50 per cent. My reason for this live if thinking is that decker are more than just their deck especially here in 5E. That is because deckers now are forced into the line of fire and can't be hiding in basements or armored trucks anymore.

In my humble opinion the deck bought at char gen is likely the only deck a decker will ever see in his career because of the huge price tag. Other characters can purchase upgrades that will be them a lot better at their job for at most a few thousand ¥ where the decker is facing prices in the 10s and 100s of thousands unless the GM is merciful.
At my table getting the decker a better deck always becomes a run in itself, which is a shame.

Tldr: Deckers need more than just their deck and should have a chance at meaningful upgrades in this direction too.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-08-15/1900:10>
If I were Wakshaani, I would want some hard numbers. Here's a draft I came up with for discussion.

Full disclosure: I don't have Data Trails and don't know all the ins and outs of dongles. I also don't play deckers, but I do GM them regularly, including both Street Scum and Prime Runner campaigns.

With that said, here's my table:

Device Rating     Current Cost     Proposed Cost     Reasoning / Parallel     ¥ Difference     % Difference
1¥48,500¥10,000Boosted Reflexes-38,500-79%
1.1¥58,000¥12,000+20%-46,000-79%
2¥110,250¥39,000Wired I-71,250-65%
2.2¥123,000¥43,500+12%-79,500-65%
3¥205,750¥95,000Synaptic I-110,750-54%
3.3¥214,125¥104,500+10%-109,625-51%
4¥345,000¥228,000Synaptic II, Alphaware-117,000-34%
5¥549,375¥427,500Synaptic III, Betaware-121,875-22%
6¥823,250¥675,00050% more than Resources A     -148,250-18%

I decided to use initiative boosters for comparison, as they are the defining trait of a samurai as surely as a deck is for a decker. (For discussion of this topic, in case the point is contentious, see Wak's Street Samurai Survey thread here (http://forums.shadowruntabletop.com/index.php?topic=21176.msg381290#msg381290).) Obviously the parallel is imperfect since cyberware and bioware have an Essence component in addition to nuyen costs, but it's a start.

As a GM, I want there to be a street-level deck option so that there can be street scum hackers that aren't technomancers. This is more for gameplay rather than fluff reasons. Boosted Reflexes (¥10,000) seemed like a good parallel for something an ambitious ganger might be able to scrape together. Costs could be even lower if the GM allows a deck to be bought used.

The differences between the devices within the same device rating (e.g. 1 vs. 1.1 in my table) are based on the price differences between those same steps in the current pricing scheme.

At the high end, I like that the Fairlight Excalibur is more than a runner can afford out of the gate. In previous editions it's always been an aspirational piece of tech, so I went with the same price increase over Resources A that we had in 3E (where the Excalibur was ¥1,500,000 vs. ¥1,000,000 for Resources A). With that in mind, here's a table with the proposed prices as a percentage of the various Resource priorities:

Device Rating     % of Resources A     % of Resources B     % of Resources C     % of Resources D
12%4%7%20%
1.13%4%9%24%
29%14%28%78%
2.210%16%31%87%
321%35%68%190%
3.323%38%75%209%
451%83%163%456%
595%155%305%855%
6150%245%482%1350%

Here we can see that a Resources A decker could afford a DR4 device with funds left over, or a DR5 device if they really broke the piggy bank. The Resources B decker could swing a DR3 deck without much issue but a DR4 only with severe restrictions elsewhere. Resources C would probably be looking at DR3 and Resources D (likely a street scum campaign) at DR1. To me, this feels like a good balance between runners coming out of chargen with good equipment but also having some new toys to shoot for, pun intended.

That's a lot of work.  Personally I'm okayish with the current deck pricing once you throw in the Data Trails and some of the PQs available.  I think that giving Deckers the ability to use multiple resources to get to where they want to be is a plus.  Nuyen, Mods, programs plus PQs or just beat it to death with a sack of Nuyen.  I dislike the fact that RCCs and Commlinks are viable options as hacking devices.  Mostly I blame Smoke and Mirrors and multiple sources of (relatively) cheap stacking noise reduction. 

Core book Decks are overpriced without the assorted other options Deckers have.  You're likely pushing 200k for the Novatech for a Deck that is going to last a decker for a long time.  The Hermes and the Aztec 200 with programs hit a limit of 6.  A decker will bounce off that occasionally out of the gate if they throw a lot of resources at something.  Logic 8, skill 6, Specilazation +2, Codeslinger +2.  18 Dice, so Limit 6 actually matters.  Half dozen or so runs in, Decker increases the Logic Augments and picks up a point of skill and 20 dice, that limit of 6 is frequently an issue.  And it's not like 18 to 20 dice is overkill on some of the more difficult Host hacks if you can't get a direct connection.  Hosts can throw 16+ dice easy so it's not like 18 to 20 dice is some kind of powergamer over-specialization overkill.  Limit 7 is actually useful, and can be reached for 205k on the Novatech or for 88k with the Little Hornet and the Overclocker PQ.  Note the HUGE gap in costs, the Overclocker PQ is worth literally 117k IMO.

Edit:  and I really shouldn't post after Beer and football.  Mainly what I wanted to post was that for around a 100k and some Karma you can get a solid deck that lasts you a while, possibly your whole career.  I prefer a fairly linear progression downward.  Pretty much 25k, 50k, and 75k for a deck with a highest stat of 2, 3, or 4 respectively.  With much room for minor variations in cost and secondary capabilities.  Upward progression I like a steeper growth in costs.  50k and 100k jumps for the next increase in highest stat if you've got a variant or two for each step. 

Second Edit:  That is presuming that magically Commlinks and RCCs somehow stop being viable hacking devices.  But I really don't think you can ever put that genie back in the bottle.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-08-15/2136:55>
Mmm, charts. I'll be chewing on THAT one later.

On a related note, while we discussed the fact that Samurai need multiple bits of gear, but Reflexes are key, so too do Deckers operate better with some extra goodies. Not as much as a Samurai *needs* them, but, relatable.

Which brings up the second, hidden, cost... skills. A Samurai can get by on just a handful if they must, and those same skills (A gun, a melee, sneaking, spotting, etiquette) are ones that everyone needs, but a Decker has a range of skills that they HAVE to have, which is a secondary cost to the mechanical (deck) one. How should this effect the overall cost, if at all? (Yes, design theory can go a bit meta here.I trust y'all can run with this!)
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-08-15/2225:13>
I am happy to be wrong if it promotes productive discussion. You've disagreed with my starting point but haven't said in which direction my conclusions are wrong. Too expensive, too cheap?

If there's broad consenus around decks costing less then the next question is how much less. My opinion, based on GM experience, is a lot less at the lower end and just a bit less at the upper end.
Let try this again you compared a deck to 1 of many pieces of cyberwear that a street Sam would have. I feel a better comparison would be the group of cyberwear that a typical street Sam would start with,  I.e. The total cost of all the street SAMs starting cyberwear not just a single item
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-08-15/2235:11>
The skills cost pretty much makes every decker have Resources A, Skills B, with attributes, meta, and magic/mundane being some combination of C,D, and E. I'm ignoring Sum to 10, point buy/karma buy, and life modules for this currently. You could switch Resources and Skills, but you are going to need to use PQs to get the funds. As I said, I don't have Data Trails, but I have some issues with making using RCC or Comlinks as pseudo decks. Worse when some of the programs make these sets a superior option over normal Decks. That is a major flaw, especially 5th return to Deckers. I didn't play ShadowRun before 5th, but I new of the system and DECKERS! And Deckers used decks. Not that comlink crap (rant done).
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-08-15/2241:13>
I am happy to be wrong if it promotes productive discussion. You've disagreed with my starting point but haven't said in which direction my conclusions are wrong. Too expensive, too cheap?

If there's broad consenus around decks costing less then the next question is how much less. My opinion, based on GM experience, is a lot less at the lower end and just a bit less at the upper end.
Let try this again you compared a deck to 1 of many pieces of cyberwear that a street Sam would have. I feel a better comparison would be the group of cyberwear that a typical street Sam would start with,  I.e. The total cost of all the street SAMs starting cyberwear not just a single item

He compared the cost of the cyberdeck to the cost of the most common implant taken (not really that necessary, but still extremely common). That is very fair. If you include the cost of all of the Sam's implants, then you also must take into account the much heavier skill requirement Deckers have over Sams.

Regardless of anything, it is patently ridiculous when a decent deck is comparable in price to Synaptic Booster Rating 2+.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Moonshine Fox on <11-08-15/2326:35>
I am happy to be wrong if it promotes productive discussion. You've disagreed with my starting point but haven't said in which direction my conclusions are wrong. Too expensive, too cheap?

If there's broad consenus around decks costing less then the next question is how much less. My opinion, based on GM experience, is a lot less at the lower end and just a bit less at the upper end.
Let try this again you compared a deck to 1 of many pieces of cyberwear that a street Sam would have. I feel a better comparison would be the group of cyberwear that a typical street Sam would start with,  I.e. The total cost of all the street SAMs starting cyberwear not just a single item

That's to one of the main/defining pieces of gear that the sam will have. It's a comparison of main big tag gear with main big tag gear. A decker will also have many other pieces of gear, and in fact should if you want to take full advantage of your skills, just like a street sam. If you want to compare full lists of gear for a street sam and a decker a workup of that can be done but it moves outside of the scope of this discussion. The other gear that both types would have are fairly comparable, it's just decks that get so crazy in price tag for a main piece of gear.

While not related to price (cause I think Tecumseh hit it out of the park on that), one that that may help deckers is give the deck the ability to bind more devices as slaves to the deck, maybe as an upgrade.  A Host can hold a near infinite number of devices slaved to it, so why not have the deck, which has a lot more processing power that a commlink, with around device rating x4 or x5 slaved devices rather then the normal x3.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-09-15/0721:01>
How many of you have played Deckers I have in 3 edition,  1-3 have not played one in 5th yet but my deck plus software  was always 70% to 85% of my coin and I always did level b or a.  Decker is an money /skills build.  I also knew that I would be using most of my extra money to upgrade later in the game.   I strongly disagree that decks cost too much a Decker should be primary a Decker and something else should be secondary.  Most of you are talking like your something else with Decker being secondary and can’t understand why you cannot afford a decent starting deck.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-09-15/1034:38>
Just because you had to then doesn't mean that you should ever have to pay that high a percentage of your starting resources for ONE piece of gear that is that required for a role.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-09-15/1037:06>
Especially given the 5th Ed aim of getting you out of the Van/Safe House and into the firing line.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Kincaid on <11-09-15/1053:52>
There are lots of moving parts to this question, so it's pretty easy to go from a question of strict nuyen cost to one of character generation and opportunity costs.

I think cyberdecks should be the best tool out there when it comes to doing illegal things on the Matrix.  Yes, you may be able to cobble together something that can approximate some of a deck's functionality, but a deck should be the standard.  With that in mind, I don't mind their current costs.  They could be a little lower, so as to allow a decker to expand non-decking elements of his character a bit, but I don't think people generally hate the idea that deckers are Resource A characters most of the time.  The problem isn't one of initial cost, it's one of in-play upgrading.  One of the underlying principles of Shadowrun is "earn money and buy improvements."  Deckers plateau for long periods of time--often entire campaigns--which can be frustrating as a player who is forced to watch his companions show off new toys every other run.  Throw enough money at the group so the decker can buy a replacement and you've suddenly thrown off the power curve for the mage's foci and the sam's chrome.

The build-from-scratch rules of previous editions were popular, but build-from-scratch rules (for anything, in many RPG systems) always seem to have a blindspot that turns it into its own minigame.  Win the minigame and you win the bigger game.  Since I want a diversity of good options in order to encourage differentiation among characters, that's not an especially fun prospect.

So with that said, I'd like to see more rules for upgrading existing cyberdecks.  There's some of this in Data Trails, but I'd like to see more and have it be cyberdeck-only.  Between the current modification rules and positive qualities, it's actually not that hard to get next tier performance out of a deck.  Ideally, the customization would encourage specific approaches to decking.  Right now, there's an army of Perfect Time, Overclock, Codeslinger (Hack on the Fly) deckers who all operate in generally the same way.  It's effective, so I can't really blame them.  What if I added something that made Brute Force more interesting?  Not simply a +DV thing, but something that a player could develop a tactic around?  I'm not nerfing the all-Sleaze-all-the-time approach, but I'm making other options as good, just in different ways.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: adzling on <11-09-15/1141:35>
Kincaid is on the money imho.

1). Add more upgrade options for Cyberdecks so you can gradually increase power level over time without saving forever and forking out for a brand new deck.
2). Add in more deck options that help you specialize for certain decking styles (brute force, Hof, device spiking etc).
3). Add in more street level options/ reduce costs on cheaper decks/ add in "used deck" options.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: revan.be on <11-09-15/1215:29>
one idea would be to make a few tables with a flat nuyen reduction for each table,
each table containing a randomly rollable list of repair glitches ,
that would cause it to act up in a certain situation, use scenario or give minuses to actions or certain properties;
each with its own description of mechanics ,

why no percentages instead?
Lets just say i think the last thing shadowrun needs is even MORE too-complex-for-only-a-game maths...
(explosives squareroot i am looking at you)

either that or just do what star wars does with starships ;
have them owe to a loanshark because of the cost .....
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-09-15/1800:15>
I to think Kincaid got it right and adzling is also right.  In second and third edition you could use the build from scratch rules to also up grade your deck making it more yours work better for your style of play.  I also want the Deck to be the best by far option if you want to hack.  Maybe we need a eBook for Deck and Software?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Mr. Grey on <11-09-15/1939:21>
There are some good points in here. I'll have to download 3rd ed Matrix book (thank you Catalyst for making them reasonably priced to buy!) to reread how detailed it was.

One thing that has stood out to me over the years has always been that deckers need to match up to the host they run against. In the past they were rated blue, green, orange, and red, making it easier for the GM to put thing together. I wonder if some of the problem is how hard the hosts are to crack for starting deckers compared to prior editions. Too hard and you can't invest in anything else. Also, how do the decks stack for street level and prime runner levels?

Just tossing out some things. I am by no means a deckmeister.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-09-15/2224:32>
Street, lol, deck? Haha!! Prime, Deckers work fine.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-09-15/2359:51>
The build-from-scratch rules of previous editions were popular, but build-from-scratch rules (for anything, in many RPG systems) always seem to have a blindspot that turns it into its own minigame.

Such should always be included in an edition. It is an insanely fun exercise in creativity that can be done when you don't have the rest of your group around. Even if you never get to use all of your creations, it's still fun to do it.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Dinendae on <11-10-15/0337:12>
I liked the pricing of the RCCs. Take those and double them for you decks.

That should be enough to make them still valuable but not so expensive that you have to quit your character once your equipment  has been fried.

I think Jack_Spade has it right: Cyberdecks should run about double what an equivalent RCC costs. With it being very easy to turn a RCC (or even a decent commlink) into a hacking device, no more than double would allow them to have all four matrix stats. Of course that would mean that matrix combat would need some work, to actually make it attractive to use instead of being a foolish option to take as it is now.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-10-15/0803:44>
Of course that would mean that matrix combat would need some work, to actually make it attractive to use instead of being a foolish option to take as it is now.
I can't think of any edition where matrix combat was a done well or worthwhile to participate in.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-10-15/1221:32>
I can't think of any edition where matrix combat was a done well or worthwhile to participate in.

ShadowRun Returns! Especially Hong Hong....  :D

As for pen and paper. No idea.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Mr. Grey on <11-10-15/1825:48>
Street, lol, deck? Haha!! Prime, Deckers work fine.

Rather than laugh and dismiss out of hand, it would be nice to have information as to why not. Looking at the list of decks, with a priority of C, there are a few decks which can work. Are you saying that they are completely unusable against even the most basic security? What is a low level decker missing at that level to make them viable?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-10-15/1841:04>
Street, lol, deck? Haha!! Prime, Deckers work fine.

Rather than laugh and dismiss out of hand, it would be nice to have information as to why not. Looking at the list of decks, with a priority of C, there are a few decks which can work. Are you saying that they are completely unusable against even the most basic security? What is a low level decker missing at that level to make them viable?
Well, Street priority C is 25000 nuyen. There are two decks in Data Trails that you can buy for that, and none in Core. The expensive one is the only one of the two you can swap attributes on, and they go up as high as 2, which is quite a low limit. You can get that up to 3 with your one program, 4 with Overclocker quality, maybe 5 by reducing one of the 2's to 1 by upgrade. Either way you either have paper thin firewall when doing anything, or cannot do anything and have a weak firewall.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-11-15/0007:10>
Besides the lovely explanation to why given by Darzil.

Deckers and Street Samurai require funds to do there jobs, which are both gear based. Street level encourages MagicRun, because it is the only way to make characters that can survive. You dont have funds for it really otherwise. Prime Runners have the funds at most priority levels to be able to buy a deck.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-11-15/0026:20>
Honestly, the price points for a lot of Augmentations and Matrix equipment would be about right if Priority A were at the point it was in SR3, but with less than half that, not so much.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Mr. Grey on <11-11-15/0035:59>
Street, lol, deck? Haha!! Prime, Deckers work fine.

Rather than laugh and dismiss out of hand, it would be nice to have information as to why not. Looking at the list of decks, with a priority of C, there are a few decks which can work. Are you saying that they are completely unusable against even the most basic security? What is a low level decker missing at that level to make them viable?
Well, Street priority C is 25000 nuyen. There are two decks in Data Trails that you can buy for that, and none in Core. The expensive one is the only one of the two you can swap attributes on, and they go up as high as 2, which is quite a low limit. You can get that up to 3 with your one program, 4 with Overclocker quality, maybe 5 by reducing one of the 2's to 1 by upgrade. Either way you either have paper thin firewall when doing anything, or cannot do anything and have a weak firewall.

Alright. By boosting it up to A you can get a couple from the book. All of them seem to be poor but, but at street level, it's better than nothing, is about right. Now looking at the host listing on page 247, I figure our street scum would be hacking 1-4 as a regular, 5-6 on the outside. Would those decks be viable against that level of challenge?

A regular running group would be against 5-8 on average, 9-10 on the outside. Again are the hosts at that level equal of a challenge for the starting decks we're looking at?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Mr. Grey on <11-11-15/0055:25>
Besides the lovely explanation to why given by Darzil.

Deckers and Street Samurai require funds to do there jobs, which are both gear based. Street level encourages MagicRun, because it is the only way to make characters that can survive. You dont have funds for it really otherwise. Prime Runners have the funds at most priority levels to be able to buy a deck.

If security is an air tight lean mean shadowrun eating machine, then yes, you need top of the line gear. Against, Timmy, the pimple faced part time rent-a-cop, not so much. And there are lots of layers in between. What I am saying is, if you calibrate the difficulty level for your team right, the rules and equipment should hold up well. At this point, I do not see enough evidence that the rules can't hold up well as is as long things are thought out properly.

Shadowrun 5 appears to be more about depth of character including flaws in both the runners, their gear and the forces they are against. That's a huge dynamic outside of simple dice rolling and statistics. Then again, in my last group, our most famous street sam was a 2nd edition unaugmented ork who played it smart and was deathly afraid of bugs having jumped on a chair and screamed like a 5 year old girl when a spider ran across the room (before any advantages and disadvantages) causing one huge gun fight, chase scene and a lot of patients for docwagon (namely the other PCs).

The one area I do agree with (barring evidence otherwise) is that more options for decks to be modified and upgraded along the way would be nice. As many have pointed out, a deck (and the right vehicle for riggers) is a major investment and players will be using it for a long long time.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-11-15/0519:21>
A regular running group would be against 5-8 on average, 9-10 on the outside. Again are the hosts at that level equal of a challenge for the starting decks we're looking at?
A deck with a limit of 2 isn't going to be much use against something with a dice pool of 6 to defend, which would be getting 2 hits on average.

Edit - Do yourself a favour and just play a Technomancer at Street level.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Mr. Grey on <11-12-15/0046:15>
A regular running group would be against 5-8 on average, 9-10 on the outside. Again are the hosts at that level equal of a challenge for the starting decks we're looking at?
A deck with a limit of 2 isn't going to be much use against something with a dice pool of 6 to defend, which would be getting 2 hits on average.

Edit - Do yourself a favour and just play a Technomancer at Street level.
A regular running group would be against 5-8 on average, 9-10 on the outside. Again are the hosts at that level equal of a challenge for the starting decks we're looking at?
A deck with a limit of 2 isn't going to be much use against something with a dice pool of 6 to defend, which would be getting 2 hits on average.

Edit - Do yourself a favour and just play a Technomancer at Street level.

I'm afraid having you dictate to any group I happen to GM does not further the discussion, nor does it disprove my point.

Looking at the rules and the lists, even a halfway decent decker can get a respectable pool, at least equal the pool of the host. Where the problem seems to lie is the number of dice kept by the host and the decker respectively. The host naturally gets to keep far more than the decker at any level. Thus, would it not be more effective to adjust the host attributes downward to make the decks more viable rather than play with the costs of the deck?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-12-15/0729:59>
The GM can absolutely do either. I am simply stating the rules as written, I am not trying to dictate anything (and would not write these rules, as I disagree with them).

The limits are an issue. Generally in Street, Technomancer has much higher limits than a Decker, in normal play usually slightly lower, and at Prime Runner lower still. This is because Technomancers are limited by Attributes, which are constant on all three, whereas Deckers are limited by Resources, which vary greatly.

Pool is completely unaffected by Deck.

The lowest rating host, rating 1, by RAW, if Firewall is it's highest stat, will be defending with 5 dice. However, you can choose whatever you wish in your game. One of the nice things about the Matrix is that usually only one character is messing with it, so you can set the difficultly to them, rather than having to worry about balance with the rest of the characters.

Personally I think all Decks should start with higher attributes than 1-2, 3 or even more as minimum. The reason for this is that having limits of 1 or 2 on your prime skills is incredibly limiting. There is only one weapon in the core rulebook with accuracy under 4. The only limits even close to this low are on Drones and Vehicles for Pilot and Sensors when Rigger not jumped in, and those are arguably not prime skills as they aren't for the character.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-13-15/1958:48>
Mmm, charts. I'll be chewing on THAT one later.

On a related note, while we discussed the fact that Samurai need multiple bits of gear, but Reflexes are key, so too do Deckers operate better with some extra goodies. Not as much as a Samurai *needs* them, but, relatable.

Which brings up the second, hidden, cost... skills. A Samurai can get by on just a handful if they must, and those same skills (A gun, a melee, sneaking, spotting, etiquette) are ones that everyone needs, but a Decker has a range of skills that they HAVE to have, which is a secondary cost to the mechanical (deck) one. How should this effect the overall cost, if at all? (Yes, design theory can go a bit meta here.I trust y'all can run with this!)

Sleazy Decker can get by with Skills C.

== Active Skills ==

Computer                   : 6 [Matrix Perception] Pool: 14 (16)
Disguise                   : 2                      Pool: 8
Electronic Warfare         : 6 [Sensor Operations] Pool: 14 (16)
Etiquette                  : 1   (Karma)           Pool: 2
Hacking                    : 6 [Hosts]              Pool: 14 (16)
Hardware                   : 1     (Karma)             Pool: 9
Locksmith                  : 1       (Karma)   Pool: 9
Palming                    : 2                      Pool: 10
Pilot Ground Craft         : 1   (Karma)    Pool: 9
Pistols                    : 6 [Revolvers]          Pool: 14 (16)
Sneaking                   : 2                      Pool: 10
Software                   : 1     (Karma)    Pool: 9

You can also get there by putting 2 Group points into Electronics and putting 6+8+10 karma into Computer up to 5 if you want to free 7 skill points for other stuff. 

Can be done, compromises, required, but Skills C is about as low a I think I can squeak by.   

Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Tecumseh on <11-13-15/2036:36>
Might want to shuffle a point or two for Perception, but the overall point holds.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-13-15/2048:20>
When I make a decker attributes were always my 3rd priority resources and skills being a & b not necessary in that order unless I was running a meta human.  Maybe I should redo Doc Holliday my Dwarf decker from 3rd edition?   
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-13-15/2149:14>
My Generic Runner right now is a human with 3 in all attroibutes (200 Karma), Pistols 3, Unarmed 3, Perception 3, Etiquette 3, Stealth 3 (60 Karma total), 20,000 in gear (10 Karma), and 30 Karma on Misc. skills (Computer 1, Pilot Ground 1, a language, some knowledge skills, etc) ... so, 300 Karma to start with.

I'm rolling 200 Karma into "You must hit this bar to enter your archetype" attempts, but they're *very* loose right now with teh Decker, for example, sporting +1 Logic, +1 Intuition, Hacking Group 3, Electronics 3, and some other lil' goodies. 200 is what I needed to make a functional (not good, but *there* magician, so it's working out as my baseline just to see if all the general roles can be worked with. Those with an outsized demand are things I'll wanna fiddle with for the Far Future. Got a ways to go yet.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-14-15/0857:17>
Might want to shuffle a point or two for Perception, but the overall point holds.

Electronic Warfare = Perception essentially.  P. 445 under Sensors you can use EW in place of Perception when using a sensor.  So as long as you've stuffed a helmet full of sensors, got a Drone, or a handheld Sensor body you can sub EW for Perception. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-14-15/0925:04>
What's with Pistols? You're unlikely to have a great AGI unless you build for it, and auto fire options help compensate for worse dice pools.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-14-15/1028:33>
Pistol is the default Shadowrunner weapon, IMHO. Strong enough to drop Metahumans, concealable, lots of options ... it's just dang handy. Mages, Deckers, and Riggers have it as a main weapon, Sammies and Weapon Specialists carry it as a back-up ... it's just all-around useful. It covers legal weapons, like tasers, and restricted weapons, rather than restricted and forbidden, so you can be found in public armed and it won't cause a scene... it's just the all-around option of balance.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-14-15/1109:51>
IMO, it should have been broken down into pistols (one handed firearms) and long guns (2 handed firearms ).  Automatics wouldn't be a firearms skill, but rather a recoil compensation skill.  I'm not 100% sure on the math, but replacing the strength related natural recoil comp with strength + automatics test, like an assistance roll seems like it would work.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-14-15/1140:27>
Automatics > Pistols >>> Longarms.  IMO.   Automatics and Pistols are somewhat close.  Pistols are sneakier and legal, Automatic Rifles are harder hitting but not always polite to carry.  SMGs, Machine Pistols, and Heavy Pistols are all close in mechanical performance and work as everyday carry weapons.  It is basically do you want an AR for your heavy load out, or do you want to be able to stuff a light pistol away.  I'm guessing that'll come down to character/table preferences.

Longarms is really only for 'runners with multiple combat skills.   

   
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-14-15/1226:24>
Automatics shouldn't exist as a category, IMHO. Pistols and Longarms would do, but there needs to be a third in there for "firearms". I'd be tempted to stick heavy weapons in there as the other, but, not sure. But that's a tad off-topic, so. :)
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-14-15/1421:11>
Honestly the whole skill list should be trimmed considerably IMO.

Firearms, Athletics, Biotech, Close Combat, and Engineering gain nothing from separating into individual skills and are essentially a trap for new players to fritter away skill points.  Honestly "Outdoors" skill group could be merged too, and nobody would notice. 

Something like "Inspire" could take the mechanical functions of Leadership and Performance skills.  Do you really need a separate skill for Disguise and Impersonation?  I question a lot of those "Secondary" active skills, Forgery, Free-fall, Animal Handling.  Could some of those be Specializations under some other skill?  Could they be merged with similar skills to get an Active skill on par with the more commonly taken skills?  Could functionality be added to a skill to make it better?

The main skills that need to be kept separate are the decking, technomancer, Social and magic skills as those are balance factors for those Archetypes.  But even in those skills there could be some minor consolidation.  Banishing?  Decompiling? 

Yeah, anyway, for 6th edition hopefully   : )
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Halinn on <11-14-15/1621:18>
One of my personal theories is that the Impersonation and Performance skills only exist as a reason to split off Con from the Influence group.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-14-15/1919:20>
Pistol is the default Shadowrunner weapon, IMHO. Strong enough to drop Metahumans, concealable, lots of options ... it's just dang handy. Mages, Deckers, and Riggers have it as a main weapon
Short range, limited firing options, low damage, low inherent AP. I don't see them as good for anyone except maybe pistol adepts.

Mages, Deckers, and Riggers have it as a main weapon, Sammies and Weapon Specialists carry it as a back-up ... it's just all-around useful. It covers legal weapons, like tasers, and restricted weapons, rather than restricted and forbidden, so you can be found in public armed and it won't cause a scene... it's just the all-around option of balance.
I'd always carry an MP over a pistol.

Longarms is really only for 'runners with multiple combat skills.   
Longarms got muuuuuuch better with the addition of Hardwires.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: ProfessorCirno on <11-14-15/1950:06>
Longarms actually own, there's a heavy pistol sized shotgun you can use as your concealed weapon, and ARs will never do the damage the battle rifle or god forbid full auto shotgun will do, and shotties are bar none the best way to clear mooks.  And just like that you got your concealed weapon, your group clearer, your long range, and your heavy damage.

Plus you get to be Terry Crews.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Duellist_D on <11-14-15/2002:06>
Heavy Pistols are fine, they pack enough BAM for their seize.

Active Hardwires though? I don't see the appeal, as of now (sorry Wakshani) they are pretty much useless. You pay 54k for a Level 6 Construct, thats 26 Karma. Skill Level 4+Spec is just one Karma more, you can use Edge, Reflexrecorders and can get your Skill higher than 6.
Only valid application is if you need two different Longarm Groups on a 5 or 6 Skillpool (and never higher) but even then i'm not sure that 15 Karma is worth that 0.3 loss in Essence.

If, however, you treat Hardwires as coming with the Chip included in the price, they can be a valid alternative.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Psicorp on <11-15-15/0159:28>
To get us back on topic, I think that while the discussion of the mechanics of building a decker are interesting, we're missing the big problem with the decker as implemented in 5E: it's not very cyberpunk from a thematic stand point. Cyberpunk is about the people who live on the edges of a world dominated by corporations run amuck, they're the guys who scrounge the things that the happy shiny consumerist dystopia has thrown away. WHn you think "cyberpunk hacker" what comes to mind? I don't know about you, but "guy with a computer more expensive than a house in downtown Tokyo" doesn't really pop to the top of my list. That's the problem with the decker as conceived in 5E, he's the ultimate coporate consumerist, his entire live is dutifully spending hundresd of thousands of nuyen to line up in front of the Apple Renraku Store to buy the latest iHack 7S. Thet's the exact opposite of how I envision a hacker. In this matter, I think 4E, for its flaws, did deckers better. Deckers should by "Skills A, Resources 'whatever'" because a true hacker is defined by their matrix skills, not how shiny their deck is.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <11-15-15/0301:48>
Longarms is really only for 'runners with multiple combat skills.   

Not really. With Longarms, you have the larger weapons, and there are several shotguns (a Longarms weapon) that can easily hide under a Lined Coat. Choice of firearms skill is nothing more but a matter of taste. Bigger fan of pistols, myself, but the one I'm most likely to ignore is Automatics.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Moonshine Fox on <11-15-15/1006:51>
To get us back on topic, I think that while the discussion of the mechanics of building a decker are interesting, we're missing the big problem with the decker as implemented in 5E: it's not very cyberpunk from a thematic stand point. Cyberpunk is about the people who live on the edges of a world dominated by corporations run amuck, they're the guys who scrounge the things that the happy shiny consumerist dystopia has thrown away. WHn you think "cyberpunk hacker" what comes to mind? I don't know about you, but "guy with a computer more expensive than a house in downtown Tokyo" doesn't really pop to the top of my list. That's the problem with the decker as conceived in 5E, he's the ultimate coporate consumerist, his entire live is dutifully spending hundresd of thousands of nuyen to line up in front of the Apple Renraku Store to buy the latest iHack 7S. Thet's the exact opposite of how I envision a hacker. In this matter, I think 4E, for its flaws, did deckers better. Deckers should by "Skills A, Resources 'whatever'" because a true hacker is defined by their matrix skills, not how shiny their deck is.

Actually in 4th it was apparently skills whatever too, as you could just get some agents to autohack for you. I always pictured the cyberpunk decker as a guy with a room (or house) filled with electronics. Workbenches covered in half disassembled systems, parts and tools everywhere, wires making a more complex pattern then a dozen spider webs, banks of monitors mounted on humming server racks (like the pics from 3rd ed books). With wireless and more compact tech, I envision modern deckers decks being able to fit in a cargo pocket or small pouch, but they still have that wires running everywhere parts hanging off and taped on cobbled together look. Besides, the dystonia feel is still there, to beat the corps at their game, you have to join in the game. That means using their stuff and playing (to a point) by their rules. GOD also helps give it that edge of paranoia feel. No matter how good your equipment or skills are, they will find you, and they will drop an electronic elbow on you from orbit. It's only a matter of when, not if, they trace you.

The idea for rules for building your own/modifying decks not only could help bring their initial and upgrade costs in line, but would give it that 'searched through the scrap heap for the right part' sort of feel.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-15-15/1019:54>
Do you actually need your deck with you?  Barring the hacking issue, couldn't you use your commlink to control your deck remotely?  If that is the case, then a deck doesn't need to be compact at all, or even a single device for that matter.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Whiskeyjack on <11-15-15/1041:45>
Do you actually need your deck with you?  Barring the hacking issue, couldn't you use your commlink to control your deck remotely?  If that is the case, then a deck doesn't need to be compact at all, or even a single device for that matter.
Noise might be a bigger problem.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Moonshine Fox on <11-15-15/1138:51>
Do you actually need your deck with you?  Barring the hacking issue, couldn't you use your commlink to control your deck remotely?  If that is the case, then a deck doesn't need to be compact at all, or even a single device for that matter.
Noise might be a bigger problem.

Going both ways no less, so double noise. That and the matrix perception since the deck could only see what's around it without a matrix perception test, even if you're standing next to the device. With a datajack you probably wouldn't even need the commlink as you could access your deck via that I would think.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-15-15/1212:17>
Agreed in full about the cobbled-together monsters that most deckers should be using vs the store-bounght shiny that we actually see. I wanted to see a real scratch-built look in the SR5 core, since everything was still in the "We have no idea what works" stage of thins, but a need for official security deckers put me out of that one.

My initial suggestion list had six Decks, named things like "ScriptKiddie Scrounger" and "FrankenSlamm-0's Monster", with the intent that *real* decks would be included in the Matrix book down the line. That cobbled-together vibe made sense to me, but, not my call to make in the end. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-15-15/1227:52>
Agreed in full about the cobbled-together monsters that most deckers should be using vs the store-bounght shiny that we actually see. I wanted to see a real scratch-built look in the SR5 core, since everything was still in the "We have no idea what works" stage of thins, but a need for official security deckers put me out of that one.
Would love to see it, but pretty much the minimum Matrix Attributes should be 3, and probably not that low on all four on one deck. Would still be a lower limit than the lowest firearms in the game. Having limits so low that they can't be used effectively seems a little unfortunate. That they are massively expensive for that is bizarre. It's as if the person balancing them didn't know how limits work.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Psicorp on <11-15-15/1754:45>
Do you actually need your deck with you?  Barring the hacking issue, couldn't you use your commlink to control your deck remotely?  If that is the case, then a deck doesn't need to be compact at all, or even a single device for that matter.
Noise might be a bigger problem.

Going both ways no less, so double noise. That and the matrix perception since the deck could only see what's around it without a matrix perception test, even if you're standing next to the device. With a datajack you probably wouldn't even need the commlink as you could access your deck via that I would think.

This actually gives me an idea. What if we forked cyberdecks in mobile an workstation versions? Mobile cyberdecks are what we currently have, workstations are the large, self assembled, cheap monstrosities in someone's basement. You can run a workstation remotely, you have a new piece of software: VPN. VPN sits on the workstation and you comm-link, creating a connection with high Noise Reduction. It also acts like a tunnel, allowing your workstation to see everything that your comm-link does, and allowing you to access your persona and slave your devices to the workstation through your comm-link. To give people a reason to still have mobile cyberdecks, limit VR on remote, I'm not sure which would work better, disallowing VR full-stop, or just not allowing hot-sim.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-15-15/1833:33>
I would not call the hackers in 4th deckers, you have to have a deck to be a decker, which was one of 4th major issues for me. As for ideal decker weapon, automatics specialized into MPs. Just as easy to hide as a heavy pistol, but with more fire mode options, and one is basically a heavy pistol, stat wise (Remington Suppressor).

As to 5th ed issue for deckers, decks as they currently exist are to expensive, a side from a few in Data Trails. The cheaper starting decks should have been in the core, with maybe one or two elite decks. All the other middle to high end decks should have been in Data Trails.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-15-15/2037:57>
Do you actually need your deck with you?  Barring the hacking issue, couldn't you use your commlink to control your deck remotely?  If that is the case, then a deck doesn't need to be compact at all, or even a single device for that matter.
Noise might be a bigger problem.

Going both ways no less, so double noise. That and the matrix perception since the deck could only see what's around it without a matrix perception test, even if you're standing next to the device. With a datajack you probably wouldn't even need the commlink as you could access your deck via that I would think.

This actually gives me an idea. What if we forked cyberdecks in mobile an workstation versions? Mobile cyberdecks are what we currently have, workstations are the large, self assembled, cheap monstrosities in someone's basement. You can run a workstation remotely, you have a new piece of software: VPN. VPN sits on the workstation and you comm-link, creating a connection with high Noise Reduction. It also acts like a tunnel, allowing your workstation to see everything that your comm-link does, and allowing you to access your persona and slave your devices to the workstation through your comm-link. To give people a reason to still have mobile cyberdecks, limit VR on remote, I'm not sure which would work better, disallowing VR full-stop, or just not allowing hot-sim.

I swear 3rd Edition did something like that, but limited them in some critical way (Initiative?) to force the decker to get out of the house. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: jim1701 on <11-17-15/1652:55>
Agreed in full about the cobbled-together monsters that most deckers should be using vs the store-bounght shiny that we actually see. I wanted to see a real scratch-built look in the SR5 core, since everything was still in the "We have no idea what works" stage of thins, but a need for official security deckers put me out of that one.

My initial suggestion list had six Decks, named things like "ScriptKiddie Scrounger" and "FrankenSlamm-0's Monster", with the intent that *real* decks would be included in the Matrix book down the line. That cobbled-together vibe made sense to me, but, not my call to make in the end.

This is kind of where I am at.  I don't really see a problem with the cost of the current cyber decks at chargen but upgrading, customizing or replacing your starting cyber deck later on down the road is a severe obstacle IMO.  I'd love to see more options for customizing decks (not RCC's or commlinks) such as what was in data trails. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Zar on <11-18-15/1614:53>
I don't mind the cost of cyberdecks as store bought models but it should be EASY for the decker to build and upgrade one from scratch after character creation.  That was the main disappointment I had with the matrix 5 book.  Doing that kind of stuff with your deck should easy and comparatively inexpensive  to buying from the store.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-19-15/1552:00>
Automatics shouldn't exist as a category, IMHO. Pistols and Longarms would do, but there needs to be a third in there for "firearms". I'd be tempted to stick heavy weapons in there as the other, but, not sure. But that's a tad off-topic, so. :)

I actually had this as a houserule before but heavy weapons made the Firearms group too strong.  I'd put Gunnery in there instead, but still require a heavy weapons skill for heavy mounted weaponry.  The big hip-fired machine guns, missile launchers and indirect fire grenade launchers are different enough that they should probably have their own skill pretty much all the time.  Direct fire stuff that you look down the barrel of - pistols, rifles and mounted bullet-throwers with sights (or embedded camera in the case of remote control) all fit nicely into one group both logically and balance-wise.

I'd keep heavy weaponry out of any groups for the same reason exotic weapon (dart pistol) is on it's own.  Too much potential power in one skill to allow volume discounts.

Sorry for following you down the rabbit hole, but I thought the playtest info would be useful.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-19-15/1610:59>
Back to the original topic - The base cost thing is a balance issue but somewhat hard to quantify.  The upgrade issue is a much easier problem to tackle soo...

      I've been grinding on some numbers to try and suss out (or approximate) the underlying math of the cyberdeck cost/power curve.  It's a nasty task with so many variables, but I'm making a little progress.  The idea would be to create a formulaic cost for upgrading a cyberdecks' device rating and then further costs for adding the other features that would eventually bring the deck on par with the next tier of decks.  Overall, the cost of those upgrades would be the same or a bit more than the difference in list prices between decks, but being able to upgrade in small chunks would be the real godsend to deckers, even if there was a small cost premium. 

Going from a rating 2 deck to a rating 3 is about 80,000
Going from a rating 3 deck to a rating 4 is about 130,000
Going from a rating 4 deck to a rating 5 is about 195,000
Going from a rating 5 deck to a rating 6 is about 275,000

Those are steep, but definitely achievable within a career.  Of course, if you made the base costs cheaper these delta would also decrease.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-19-15/1653:57>
Automatics shouldn't exist as a category, IMHO. Pistols and Longarms would do, but there needs to be a third in there for "firearms". I'd be tempted to stick heavy weapons in there as the other, but, not sure. But that's a tad off-topic, so. :)

I actually had this as a houserule before but heavy weapons made the Firearms group too strong.  I'd put Gunnery in there instead, but still require a heavy weapons skill for heavy mounted weaponry.  The big hip-fired machine guns, missile launchers and indirect fire grenade launchers are different enough that they should probably have their own skill pretty much all the time.  Direct fire stuff that you look down the barrel of - pistols, rifles and mounted bullet-throwers with sights (or embedded camera in the case of remote control) all fit nicely into one group both logically and balance-wise.

I'd keep heavy weaponry out of any groups for the same reason exotic weapon (dart pistol) is on it's own.  Too much potential power in one skill to allow volume discounts.

Sorry for following you down the rabbit hole, but I thought the playtest info would be useful.
I swear I just talked about this.  Go with pistols (1 hand) long arms (2 hand) and then automatics isn't a weapon skill but rather a recoil compensation skill.  Rather than using the default natural RC, you make an Automatic + Strength [physical] test to reduce the recoil penalty.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: jim1701 on <11-19-15/1815:13>
Automatics shouldn't exist as a category, IMHO. Pistols and Longarms would do, but there needs to be a third in there for "firearms". I'd be tempted to stick heavy weapons in there as the other, but, not sure. But that's a tad off-topic, so. :)

I actually had this as a houserule before but heavy weapons made the Firearms group too strong.  I'd put Gunnery in there instead, but still require a heavy weapons skill for heavy mounted weaponry.  The big hip-fired machine guns, missile launchers and indirect fire grenade launchers are different enough that they should probably have their own skill pretty much all the time.  Direct fire stuff that you look down the barrel of - pistols, rifles and mounted bullet-throwers with sights (or embedded camera in the case of remote control) all fit nicely into one group both logically and balance-wise.

I'd keep heavy weaponry out of any groups for the same reason exotic weapon (dart pistol) is on it's own.  Too much potential power in one skill to allow volume discounts.

Sorry for following you down the rabbit hole, but I thought the playtest info would be useful.
I swear I just talked about this.  Go with pistols (1 hand) long arms (2 hand) and then automatics isn't a weapon skill but rather a recoil compensation skill.  Rather than using the default natural RC, you make an Automatic + Strength [physical] test to reduce the recoil penalty.

The only problem here is you've added yet another dice roll to combat.  Our group is of the firm opinion that 5th edition has far too many dice rolls in combat and far too many dice in each roll.  I personally am also of the opinion there are already too many "necessary" skills in Shadowrun. 

IMO it would be simpler to keep RC calculated as it is and add machine pistols (pistols), sub-machine guns and assault rifles (longarms) as specializations.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-19-15/1821:28>
The more I read Data trails the more I see it as primary an GM's book.  not only is it one of the smallest books but the biggest sections are about Deep Running and A.I.'s.  I think what we need is another book one that they are not afraid of a high page count possibly a combination Decker/Technomancer.  A book that includes rules not only for constructing but also customizing cyberdecks.  Rules for writing new programs and Agents as well as something more advance than Agents.  Maybe even a section on the next generation cyberwear Deck.

Also Technomancers toys like better Ecco's and more advance Sprites, in 3rd they were called demon's. Check out the Technomancers thread for more suggestions.     
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-19-15/1907:38>

I swear I just talked about this.  Go with pistols (1 hand) long arms (2 hand) and then automatics isn't a weapon skill but rather a recoil compensation skill. 

Yes exactly.  Sorry I should have elaborated.  We also eliminated the automatics skill, threw in gunnery to preserve the 3-skill Firearms group and instead made a 2-level positive quality "Automatics Training" for 1 or 2 points of recoil compensation. 

Nice and balanced and no extra rolls.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-19-15/1938:05>
Re: extra rolling of dice.  I have found that people that take an automatics build don't care how many dice they are rolling and even prefer more dice. 

I also think there is a way to combine things into a single pass.  Regardless,  you don't have to roll it, many gun builds completely eliminate recoil and if you do roll, you certainly don't need a ping back from the GM on results. The GM input is what slows down dice rolling. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-19-15/2116:45>
Can we get off the Gun kick and get back on topic.  If you want to talk about gun skills start another topic.  some of us are still talking about cyberdecks and deckers.

Thank you
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Squirrel on <11-19-15/2157:23>
With prizes as they are, why do shadow runs that consist of anything else than stealing decks?
You cannot carry such an item around and stay alive for long. Unrealistic high monetary costs of gear as a game balance moderation will create all these implausibilities.
While 4th has its issues I do prefer the cheap decking tools for "realism" sake (yeah, yeah magic, bla bla...). The dedicated decker is not hindered in its existence by his/her gear being cheap.
Yes, others can bleed into that competency but so can each one with a gun into the Sam's territory. And we don't pay 400k for a rifle.
Same is true for face stuff.

If you as a group of gamers can't agree among yourselves that you leave the role of hacking to one of your members only so that person has her/his screen time alone.  Then something is fundamentally wrong with your attitudes towards each other. Talk to each other how you want to distribute skills/roles/equip/magic etc. amongst you and just play together. Then the rule book does not have to teach you with ridiculous rules how to be a decent human being and not steal their fun.

Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Moonshine Fox on <11-19-15/2201:27>
Has anyone done a breakdown of what the various parts of a deck cost? If we have an estimate for each device rating, program use slot, and ASDF point we'd be a lot closer to laying the foundation for build-your-deck adventures.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-19-15/2300:19>
Re: stealing decks.  I've brought that up and people called me paranoid.  Anyway, the control device on your deck from your commlink tends to keep the deck far enough away to dissuade theft.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-19-15/2306:01>
Has anyone done a breakdown of what the various parts of a deck cost? If we have an estimate for each device rating, program use slot, and ASDF point we'd be a lot closer to laying the foundation for build-your-deck adventures.

I'm working on that, but it's not a linear cost per DR or ASDF point (clearly).  I was hoping there would be some underlying formula but even if there is one to be found it'll probably be easier to just reference a table.  It's not like any Decker is going to do an upgrade except every few runs. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-20-15/1101:19>
I thought you could reconfigure ASDF on the fly.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: jim1701 on <11-20-15/1128:59>
I thought you could reconfigure ASDF on the fly.

I think he's referring to increasing the total number of ASDF points on a deck.  Chrome Flesh lets you do that once at a fairly significant cost IMO.  Personally I'd prefer something more open ended even if it is more expensive.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-20-15/1149:29>
I haven't figured out why the +1 +2 +3 +4 is required.  Why can't it be an even split? But related to the price question, how can you work out the price for each if they are reconfigurable.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Moonshine Fox on <11-20-15/1342:25>
Each point in the ASDF set would have to be the same price, otherwise it leaves it open for too much abuse. Maybe a lower cost if that particular stat is set and can't be changed on the fly.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-20-15/1620:51>
I haven't figured out why the +1 +2 +3 +4 is required.  Why can't it be an even split? But related to the price question, how can you work out the price for each if they are reconfigurable.

It wouldn't be a price for your Attack or Sleaze specifically, the cost function would be for your high hand (best number), second, third and 4th stat.  Choosing a fixed array would obviously give you a major discount, but for the non-fixed decks, those numbers are just numbers, not tied to a specific stat, so they couldn't be costed in that way.

It's also important when working out the upgrade rules to iron out any loopholes.  For example, making something with a fixed array is clearly less costly, and a deck with a flat stat-line (4444) might also be cheaper.  So combining those 2 might make something mechanically and monetarily better than the base decks.  That kind of thing needs to be avoided in any upgrade system. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Halinn on <11-20-15/1622:36>
Should probably be exponential in some way with regards to the costs. A 3333 deck is significantly worse than 5511 would be, so it should also be cheaper.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <11-20-15/1635:49>
I always thought of them working something like skills or attributes. Let's say you have six attributes to a deck:

Device Rating
Programs
Array 1
Array 2
Array 3
Array 4

Array costs something like - each level is 3xNew Level rating. So a level 1 is 3 Build points. Level 2 is a total of 9 build points. Level 3 is a total of 18 build points. Level 4 is a total of 30 build points.

Device Rating and Programs are both more expensive. On the order of 5xNew Level, so like attributes.

All cyberdecks have a place for a module and a place to wire a module in. So let's call each of those a 10 BP quality.

So, for this, a DR 3 with 3 3 3 3 and 1 program would be ...

30 + 72 + 5 + 10 + 10 = 127 build points.

A DR 3 with 5 5 1 1 and 1 program would be ...

30 + 96 + 5 + 10 + 10 = 141 build points.

Then you could do things like say - if you lock your array, it's 2xLevel to improve instead. So a locked 3 3 3 3 would be 30 + 68 + 5 + 10 + 10 = 113 BP?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <11-20-15/1657:07>
Not sure if it is balanced, but I like the BP idea. Final cost being based of BP*X amount of nueyen (50k at minimum).
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-20-15/1808:04>
Is the array a sum to ten or is it always 1 to 4? I know that there are game mechanics reasons for it, but what is the game world justification?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <11-21-15/1153:14>
I always thought of them working something like skills or attributes. Let's say you have six attributes to a deck:

Device Rating
Programs
Array 1
Array 2
Array 3
Array 4

Array costs something like - each level is 3xNew Level rating. So a level 1 is 3 Build points. Level 2 is a total of 9 build points. Level 3 is a total of 18 build points. Level 4 is a total of 30 build points.

Device Rating and Programs are both more expensive. On the order of 5xNew Level, so like attributes.

All cyberdecks have a place for a module and a place to wire a module in. So let's call each of those a 10 BP quality.

So, for this, a DR 3 with 3 3 3 3 and 1 program would be ...

30 + 72 + 5 + 10 + 10 = 127 build points.

A DR 3 with 5 5 1 1 and 1 program would be ...

30 + 96 + 5 + 10 + 10 = 141 build points.

Then you could do things like say - if you lock your array, it's 2xLevel to improve instead. So a locked 3 3 3 3 would be 30 + 68 + 5 + 10 + 10 = 113 BP?


Deckers don't really benefit from more flexibility on deck construction.  You can already get almost whatever array you want with the current options, with a soft link to Device Rating and Programs.  As Attributes get higher so does DR and # of Programs, along with increased cost.  And I'm not sure that giving new players a complete custom deck construction option is a good idea, just too many traps for new players.  All 5s with a DR1 and no programs for 200 BP for example.  Or all 3s and a DR and Programs of 5 for 234? BP.   Too much potential for overspending on one area and underspending on others, unless BP are trivial costs and every decker can start with a Fairlight Excalibur equivilant.     
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-21-15/1439:16>
Deckers don't really benefit from more flexibility on deck construction.  You can already get almost whatever array you want with the current options, with a soft link to Device Rating and Programs.  As Attributes get higher so does DR and # of Programs, along with increased cost.  And I'm not sure that giving new players a complete custom deck construction option is a good idea, just too many traps for new players.  All 5s with a DR1 and no programs for 200 BP for example.  Or all 3s and a DR and Programs of 5 for 234? BP.   Too much potential for overspending on one area and underspending on others, unless BP are trivial costs and every decker can start with a Fairlight Excalibur equivilant.     

The point is to provide a more manageable upgrade path for deckers, not to create a bunch of extra work at chargen.  Besides, if you costed it properly, there would be no benefit to  building your own at chargen anyway.  But once play started it would be quite nice to be able to tinker with your deck and upgrade it piecemeal like a Sam does with his suite of cyberware, instead of trying to save and buy a whole new deck.

My thinking was to make Device rating the gateway for build points.  First you upgrade your DR and that gives you more headroom to upgrade the other parts.  Of course these upgrades would be more expensive than the "Increase a Matrix attribute" mod from data trails, but would not incur the same penalty either.  These are not hardware tricks and hacks, but fully functional upgrades.

OK, Here goes my first attempt:
Upgrading Device rating sets your cap on how many build points you may ADD to your deck.  Upgrading DR does not give you any points by itself.
DR1: (52 max BP) - $15,000 - aka scratch built)
DR2: (73 max BP) - $20,000
DR3: (94 max BP) - $25,500
DR4:(115 max BP) - $39,250
DR5: (136 max BP)  -$54,375
DR6: (160 max BP) - $73,875

BP cost for upgrading a specific attribute depends on which attribute you're upgrading
Program Slot: 5 PB per slot
High hand:     6 BP per point
Second:         4 BP per point
Third:             3 PB per point
Fourth:           2 BP per point

The cost of adding build points to your deck increases with the total BP value of your deck.
Cost per BP
15-50   - $1000
51-70   - $2000
71-90   - $3500
91-110 - $5000
111-130 - $7500
131-150 - $10,000
151+      - $20,000

A few addendums -
#1 Program Slots cannot exceed DR
#2 The High hand cannot exceed DR+3 unless you have a fixed array, then it can go up to DR+4 (fixed deck construction rules TBD)
#3 It should go without saying, but I'll say it anyway.  Your low matrix attributes cannot be raised *higher* then the high matrix attributes.

All this will closely match the cost of configurable decks in the CRB and roughly equate to the configurable decks in Data Trails.

So for example, if you had the headroom already from upgrading your DR and you wanted to upgrade your highest matrix attribute by 1 point it would cost 6 build points.  Assuming you had a 100 BP deck already, those 6BP would cost you 6BP x $5000 = $30,000.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-22-15/1412:35>
I think this would be a good start but I think some new odds and ends would a grate addition and we need skill test set ups to round thing out
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-22-15/1634:24>
You could make it a skill check, but I would prefer to simply set the Decker's Hardware skill (plus spec) as the upper limit for the Matrix Attributes.  That would make the cyberdeck specialization particularly valuable.  Perhaps also set the Deckers Software skill as the upper limit for program slots. (no relevant spec here though)
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: tytalan on <11-23-15/0659:05>
For Skills checks I meant to design, Build the deck. Also to write the softwere. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <11-29-15/0916:54>
Cyberdecks should be an expensive item but I do feel that they are perhaps slightly over priced currently. With that in mind I've put together a breakdown of all of the decks based on the total number of attribute points and program slots each has available. What this shows is that the cheapest full deck (Radio Shack PCD-5000 comes in at a cost of 3000 per attribute/program whilst the most expensive (Fairlight Paladin) comes in at a cost of 26250 per attribute/program. For the fixed rating speciality deck the spread is 2464.29 for the MCT Trainee through to 14662.96 for the Ares Echo Unlimited.

I then decided to re-cost all of the decks based on the lowest cost per attribute/program for each type (full and speciality) modified by both Device Rating and Availability taking the cheapest deck as the baseline (and therefore no price change). The calculation that I used is Attribute/Program Total x (Lowest Cost per Point +((Device Rating-Cheapest deck Device rating)x1000)+((Availability-Cheapest deck availability)x500)). Overall I'm quite happy with the results and I think they end up at a fair price for each deck. The spreadsheet with the calculations is here:

https://docs.google.com/spreadsheets/d/1hbf8CFF6XkzEqCcIT0hvq0fTd2TMdRyxaV33KWNdVWY/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1hbf8CFF6XkzEqCcIT0hvq0fTd2TMdRyxaV33KWNdVWY/edit?usp=sharing)

I should also be abie to work out costs of upgrading decks using this as well and will update the sheet once I get that far.

Personally I think that an even bigger problem is the cost of programs. They're far too cheap and definitely need some sort of revision in price but I've yet to tackle that one.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Darzil on <11-30-15/0530:42>
Personally I think that an even bigger problem is the cost of programs. They're far too cheap and definitely need some sort of revision in price but I've yet to tackle that one.
Agreed. At present the choice is basically "take all of them", which is a bit crazy.

Personally I'd like Deck's to start at something like 3222 (or may 4332), aimed at someone who is street level or a secondary support hacker. You'll still be usually hitting limits at 10 dice, but at least it isn't totally useless for limit setting. (Lets put it this way, what would you say to someone who bought guns with limits as low as current starter decks!)

Taking a lot of the cost out of basic deck price, and increasing cost of programs and modifications so there are more choices to be made would be good.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <11-30-15/0809:22>
So my brain has been working overtime on this now and I've also completed a revision of software and software design rules. They're not complete but I think that they work quite well.

1. All commercial cyberdecks now come with the common programs pre-installed. Similar to buying a PC or laptop now.

2. All hacking programs now have a rating. This rating represents the shelf life of the program. Once that shelf life has been exceeded the program is no longer viable and needs to be replaced. For commercially bought software this shelf life is rating in months. Commercial software now comes with a cost of rating2 x 1000 and an availability of rating x 3R.

Rating       Cost          Availabilty
   1            1000                3R
   2            4000                6R
   3            9000                9R
   4            16000             12R
   5            25000             15R
   6            36000             18R

3. Agents also have amended costs to rating2 x 2500 with availability of rating x 3R. The shelf life of a commercially bought agent is rating x 2 in months

Rating       Cost          Availabilty
   1            2500                3R
   2            10000              6R
   3            22500              9R
   4            40000             12R
   5            62500             15R
   6            90000             18R

To offset this characters are now able to design and code their own software and agents. In order to do this the character must have access to a Software Shop and the knowledge skill Software Design (specialism by piece of software or agent) and active skill Software. Creating both hacking programs and agents is a 2 stage process.

As a GM I would not allow a player to start with any character created software or agents as this would definitely change the balance I'm trying to achieve. If you wanted to allow a player to start with character created software then you could use the following ruling. The maximum number of programs/agents a character can have is equal to their Software Design skill rating. The program/agent must still be bought as though it were a commercial piece using the same price and availability outlined above and must still fit in the design rules outlined (maximum rating of Software Design skill level or 6, whichever is lower). The difference is the shelf life is that of a character designed program or agent and the updating rules would apply.

Designing Hacking Programs

Character designed programs have a reduced shelf life of rating in weeks but can be refreshed and rewritten at a reduced cost once designed and coded for the first time.

Maximum rating of a hacking program is equal to Software Design skill level or 6, whichever is lower.

To design a program calculate it's Software Design Value (SDV). The SDV for a new program is rating x 4.

Rating       SDV
   1             4
   2             8
   3             12
   4             16
   5             20
   6             24

Designing the program is done using the following test Software Design+Logic [Mental] (SDV,1 day) Extended Test. Once you've hit the threshold (SDV) on the design test you can then begin coding the program using the following test Software+Logic [Mental (SDV, 1 hour) Extended Test. Once you hit the threshold (SDV) on the coding test you now have a shiny new hacking program with a shelf life of rating in weeks.

Sometime soon your lovely new program is going to no longer be viable for use and you're going to have to update the design and recode the software. Providing you're updating the program at the same rating this will be easier to do. If you want the program at a different rating this is a new program and follows the process outlined above.

To update an existing character created hacking program follow the process above but the SDV is now only rating x 2

Designing Agents

Character designed agents have a shelf life of rating in months but can be refreshed/updated in the same way character designed hacking programs can be.

Maximum rating of an agent is equal to Software Design skill level or 6, whichever is lower.

To design an agent calculate it's Software Design Value (SDV). The SDV for a new program is rating x 6.

Rating       SDV
   1             6
   2             13
   3             18
   4             24
   5             30
   6             36

Designing the agent is done using the following test Software Design+Logic [Mental] (SDV,1 week) Extended Test. Once you've hit the threshold (SDV) on the design test you can then begin coding the agent using the following test Software+Logic [Mental (SDV, 1 day) Extended Test. Once you hit the threshold (SDV) on the coding test you now have a shiny new agent with a shelf life of rating in months.

Sometime soon your lovely new agent is going to no longer be viable for use and you're going to have to update the design and recode the software. Providing you're updating the agent at the same rating this will be easier to do. If you want the agent at a different rating this is a new program and follows the process outlined above.

To update an existing character created agent follow the process above but the SDV is now only rating x 3

Custom Designed Host Specific Software

It is also possible for a character to design a piece of software to work against a single host. This has the benefit of not only increasing the limit provided (if applicable) by the rating of the software but also provides a dice pool bonus equal to it's rating. The downside to this is that it is time consuming to do, has a very limited shelf life and is a single use (one completed or aborted run against the specific host) program.

In order to design a host specific program the character must spend time observing the host in the matrix. Obviously this is easier and more effective if the character is actually inside the host at the time. This is basically an extended matrix perception test with a threshold equal to Host Rating x 3 (or Host Rating x 2 if inside the host) with intervals of 30 minutes, yes this does mean you have to spend a lot of time observing and could easily draw attention to yourself just hanging around outside or inside - Plan carefully. Once you have succeeded on this test you have gathered enough information about the host in it's current state to be able to create the custom software. Follow the normal rules for designing a hacking program with the following differences. The shelf life of the program is 3d6 - Host Rating days with a minimum of 1 and the software can not be updated as each program is unique to the information gathered during the matrix perception tests.

Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <11-30-15/1047:13>
Oooh. I really dig it. It does a lot of interesting things. I think you'd want to pair it with an overall reduction in price for decks - which makes a lot of sense. The deck gives you raw computing power, but not much else. The code is what breaks into things.

The only quibble I would have is the Software Design knowledge skill. Hackers are already skill-intense enough. Keep it with Software on both tests - but make the Design test linked to Intuition and the Implementation test linked to Logic. The sales test, of course, is linked to Charisma.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <11-30-15/1118:25>
Oooh. I really dig it. It does a lot of interesting things. I think you'd want to pair it with an overall reduction in price for decks - which makes a lot of sense. The deck gives you raw computing power, but not much else. The code is what breaks into things.

The only quibble I would have is the Software Design knowledge skill. Hackers are already skill-intense enough. Keep it with Software on both tests - but make the Design test linked to Intuition and the Implementation test linked to Logic. The sales test, of course, is linked to Charisma.

See my previous post with the linked spreadsheet for proposed cyberdeck costs, I don't feel that they should be any lower than that. After all you don't actually need a single program to make a successful matrix run, they just help.

In terms of the skills you could use software for both but having a separate knowledge skill makes sense to me. You can be excellent at using software but have no real knowledge of how to design or write it. Also it is a knowledge skill so does come from a different pool of skill points at character creation, usually a pool you have more points in than virtually any other character as a decker. Also you could be a whiz at designing software but when it comes to the coding you're not so hot (am thinking all those deckers out there that only have software skill at 1 or 2 with a specialism in data bombs) so you can get the theory done relatively quickly but the coding takes you longer in comparison. By having it separate you can still spread those active skills further rather than forcing a much more narrow focus if you want to write your own software and therefore have to have a higher skill rating in your active skill.

In terms of selling it, it's not commercial grade software so it only has rating weeks shelf life so you wouldn't get much for it in my opinion. I would probably allow you to sell it at a base of between 1 & 5% of the equivalent rated commercial software. This isn't an exercise in turning deckers into software factories as why would they need to run the shadows if they could just produce and sell software. Bear in mind the clock starts ticking the moment you finish coding the software not from the moment you first use it. For purchasing commercial grade software the clock starts ticking from point of purchase.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <11-30-15/1123:18>
I'm all for mixing and matching the attributes. 

I want to point out that databombs are fundamentally different from other programs.  They are something you leave behind like a virus.  I'm disappointed that this type of program wasn't expanded upon for other effects.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <11-30-15/1143:07>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <11-30-15/1206:31>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?

The only difference I could think of that makes ... some measure of sense ... is that AR hacking, you can hack everything you see and VR decking requires you to actually be able to see the icon. This would actually be a significant buff for combat hacking in AR as one of the reasons it's not really viable is that you have to spend actions finding the gun in the first place to be able to hack it.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <11-30-15/1232:48>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?

For me there really should be a difference but what that should be or how to implement that I haven't yet worked out.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <11-30-15/1312:57>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?

The only difference I could think of that makes ... some measure of sense ... is that AR hacking, you can hack everything you see and VR decking requires you to actually be able to see the icon. This would actually be a significant buff for combat hacking in AR as one of the reasons it's not really viable is that you have to spend actions finding the gun in the first place to be able to hack it.

That's a pretty great idea since the device in question is effectively traced already.  And that location data could actually ease finding the device rather than just being a criteria for ID like it is now. 
      I would either make MP a non-action for visual range (like normal perception) and/or give automatic MP hits or massive dice bonuses for purposes of detecting devices in visual range.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <11-30-15/1321:38>
That's a pretty great idea since the device in question is effectively traced already.  And that location data could actually ease finding the device rather than just being a criteria for ID like it is now. 
      I would either make MP a non-action for visual range (like normal perception) and/or give automatic MP hits or massive dice bonuses for purposes of detecting devices in visual range.
It does step on the toes of the I C U quality from Data Trails (p44). However, a ton of the qualities there just make sense as better rules for the Matrix.

Fade to Black, for example, I think should be a program that lets you do a second thing based on a first thing. You have to set the first and second things when you load, of course. So, for instance, you could quick-load Matrix Perception with the condition of (find the icon I'm looking for) with Data Spike.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Kincaid on <11-30-15/1328:43>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?

LOS issues need to be fully resolved.  This is pretty clear in VR, but can get a little wonky in AR. 

AR shouldn't just be the red-headed stepchild of VR.  VR should be the go-to option for hacking a host or doing other, Matrix-centric things, but AR should be the go-to mode for contributing to firefights, or at least on par with VR for this purpose, to help mesh decker/team interactions.  Action economy would need some tweaking as well.  For example, if VR is defined by its speed (initiative), then AR could be defined by its AoE abilities, linking somehow to the decker's actual field of vision.  Icon spotting might also be easier in AR, assuming the physical analog was also present.  The core idea is to present the decker with a variety of tactical choices beyond "speed for biofeedback risk" choice.  That's not a bad tradeoff, but if it's the only consideration that deckers have to think about, it can make for a flat experience.

Another idea would be to have a certain number of slots (or whatever) that a decker could access in AR that would have VR-level of performance.  This would probably require something beyond the +2 dice that we have now, but basically it gives deckers "signature spells" (eqv.).  You could reconfigure the slots with some downtime, giving you (even more) tactical options based on the job.


Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Beta on <11-30-15/1521:25>
One thing not directly related to deck price, but tied to it indirectly, is that deckers don’t have an option to throw money at a problem for a short term boost (other than maybe drugs?).  Shooters can load up with the expensive, hard to acquire, military grade ammo.  Magicians can get ready to use a lot of reagents – or bind spirits for quite high costs and/or use up the services of their bound spirits.  Riggers take risks with their precious drones.  Deckers …. don’t really have an option that I can see? (granted I don’t have Data Trails, so it might have added something—but if so I haven’t seen any discussion of it)

Why this ties into deck cost indirectly is that this means deckers don’t have that drain on their finances, so they can maybe be expected to save more towards a new deck.  If they succeed and get paid -- which is that much harder without that extra boost for really ugly situations. 

One idea for filling in that gap:  in some of the cyberpunk novels back in the day I recall people getting what I think of as meltware – a module that gives a real boost at doing something, but which is designed to run way hotter than could realistically be cooled, so that it would melt or catch fire after a little while.  Gives a short term boost, but is expensive and one use.  Think of them as, possibly, programs that would not count against your total, give a larger boost, such as +4 instead of +2, but are illegal, hard to get, reasonably expensive, you can only be running one, and when it dies it does minor damage to your deck. 

If you assume that deckers will use these as finances permit and challenges require, then of course you need to lower deck costs somewhat just to balance that expense, although as pretty much everyone has agreed, they should probably come down in general (and allow easier upgrades).
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Jack_Spade on <11-30-15/1530:45>
Well, there is that module that absorbs matrix damage to save the deck, making attack actions slightly more viable.
But it's ridiculous expensive for what it does and can't be repaired.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <11-30-15/1531:47>
Oooh, I like that idea, Beta. Only it has to be a dice-pool modifier instead of a limit modifier like most of the things that we've got. There are so few dice-pool modifiers that hackers can use for any kind of hack that they're basically lucky to float through with 12-14 dice on their low roll. They'll be doing things linked to two attributes and 2-4 skills, as well as having a significant gear investment. They need more than just one way to get a +2.

I know it's a little 4e, but I think hacking rolls being Matrix Attribute + Skill [Mental] could shake things up in a very good way. It would mean that hackers wouldn't need 3 high attributes, 4-6 high skills and 200k nuyen as an entry fee. They'd need a good deck and skills and decent attributes.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <12-01-15/1257:43>
Following on from my piece on software I've completed my first pass on designing and upgrading cyberdecks. It only covers full decks, I've yet to tackle the fixed array specialty decks. As it's quite long and includes several tables I've written it in google docs and linked it:

https://docs.google.com/document/d/1Z5NAnNxXzVZmp06M8gUBasXmzFH6DpC7WjtWIgkLiE8/edit?usp=sharing (https://docs.google.com/document/d/1Z5NAnNxXzVZmp06M8gUBasXmzFH6DpC7WjtWIgkLiE8/edit?usp=sharing)
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Wakshaani on <12-01-15/1630:08>
In essence, 'meltware' would be 'drugs for Decks', giving a short-term gain but at a cost, perhaps damage to be repaired later?

Certainly fits into the 5E mantra!
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Beta on <12-01-15/1644:32>
In essence, 'meltware' would be 'drugs for Decks', giving a short-term gain but at a cost, perhaps damage to be repaired later?

Certainly fits into the 5E mantra!

Could model it either as 'drugs for decks', or more simply as 'reagents/APDS for decks'  (the question being is the cost purely nuyen, or are there longer term consequences).  To emphasize 5th edition approach, they could also tend to draw GOD's notice more quickly ("hmmm, matrix activity in this location just tripled all of a sudden, that is odd .... ").  But overall, I don't think they need to have overly punative costs, provided the bonus is moderate.  The way I think of them is not 'replacement for having a good deck' (like drugs are sometimes used to replace wired reflexes), but rather more as 'that extra little bit, when every little bit counts'

That said, it would maybe be cool to have a meltware deck at vastly cheaper prices?  This would be the thing cobbled together in someone's basement, with whatever the equivalent of 2075 overclocking would be, that no-way is going to hold together for long, but might be pretty good for thirty seconds of glory before it is sparking, melting, or outright flaming.  Physical damage to the person plugged into it would be possible if not probable, they might be addictive because the VR levels aren't modulated properly, and you surely don't want to roll a critical glitch with one, but for the poor, brave, or desperate, they could offer an avenue to some high powered decking.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <12-01-15/1714:23>
I have to say I really like the idea of 'meltware' and other such one shot only programs. It really fits in with my vision of what the matrix and decking should be. I also think I could combine this idea with some of the others I'm working on for my house rules quite easily. Definitely food for thought there.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-01-15/1725:05>
I have to say I really like the idea of 'meltware' and other such one shot only programs. It really fits in with my vision of what the matrix and decking should be. I also think I could combine this idea with some of the others I'm working on for my house rules quite easily. Definitely food for thought there.

Meltware could seriously fix the Matrix for me and 5e is just striking distance from being super-fixed.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Beta on <12-01-15/1747:11>
(Disclaimer: wall of text incoming, and you really don’t need to read any of it for any of the existing discussion.  It is all just background.)

For what it is worth, I even think the idea is within reasonable engineering probability.  Who knows what the technology of 2075 is based on (surely not silicon transistors!), but physics still says that working with information will create heat.  Heat will disrupt most systems eventually, and will outright destroy others. Current technology has the neat twist that as stuff gets hotter, there is more leaked current (on top of the working current), resulting in even more heat getting generated.  Technology is carefully designed to avoid the point of thermal runaway, because we don’t want meltware – but that doesn’t mean you have to design things that way.

At the same time, you could build an active cooling system which sucks heat away from the working area and dumps it into some heat sink.  The heat sink will radiate some of the heat away, but the whole point here is that meltware creates heat faster than it can be dissipated.  The active cooling keeps the working area at a non-destructive temperature for a while, but as the heat sink gets warmer the system can pull less and less of the heat away from the working area.  If your technology has a thermal runaway type mechanism, things finish with a flourish.  Even if you pull the plug early, the game can just say ‘the lingering heat doesn’t destroy everything instantly, but does enough damage by the time it has cooled down that the module is unusable anyway.

And finally, the test to make meltware could be hardware.  The concept is that you take a piece of programmable hardware, and convert your software program into it.  That is, rather than running a software program on a generic processor, you make a hardware program using a customizable module—that module now can’t do anything else, but it does its thing very well.  In current technologies it is much faster to run a program that is loaded into something like an FPGA (field programmable gate array), than running a ‘normal’ software program on a generic processor—but there are only so many applications where the cost is worth the performance boost.  We don’t know the future technology, but the same basic principle is likely to remain (that customized hardware is faster than software running on generic hardware, but more painful and expensive to make).  In theory you could manufacture a fully customized piece of hardware, rather than using a programmable one, but that would probably be vastly more expensive.  It could be used, however, to offer that  “availability 18, really expensive” option that players won’t usually buy, but is sometimes provided to them.

Sorry for going on at such length – I just kind of like it when real world concepts and useful game design can be made to line up to some extent, and this happens to be an area I know enough about to wave my hands about and offer an explanation.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <12-01-15/1959:57>
What you guys are looking for is an "exploit".  These are back doors and Trojans which others have put in place, but once used they get quickly patched. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Stoneglobe on <12-01-15/2025:31>
What you guys are looking for is an "exploit".  These are back doors and Trojans which others have put in place, but once used they get quickly patched.

This is basically what I was proposing with my custom host specific software design. The extended matrix perception test to identify the current weaknesses that you can then write a program to exploit. After 1 use it's gone as the sysadmin have identified and patched that particular weakness.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <12-01-15/2036:46>
Here's a related question for y'all:

Should there be a difference in how AR hacking and VR decking works?

 Mechanically performing specific matrix actions should be the same, I'd hate to learn two sets of rules for the Matrix.  I'd be okay if there were more advantages for a VR hacker.  Less Noise and/or the ability to "teleport" maybe via some kind of repeater network.  Essentially set the Noise penalty based on the distance from some node or whatever *or* your physical location and instantly (near instantly) move your matrix POV from Neighborhood to Neighborhood.  Possibly make a mobile version for a team to carry in.

As it is a VR hacker is Physically vulnerable as well as taking Mental or Physical damage for a smallish buff.  +2 dice pools, and possibly an initiative boost possibly not depending on other 'ware.  I'd like a VR hacker to be viable alternative to an AR hacker.  As it is, most VR hackers are really only valid for hacking hosts as noise penalties can quickly make it too dificult for the "hacker in the van" to be effective.  While I am a huge fan of AR hacking being the effective default option, I'd still like the VR hacker to be a viable choice since it's been a staple of the game for a while. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <12-01-15/2117:32>
     One thing our home game does to mitigate taking a VR-nap in the middle of a run/firefight is we allow a piece of headwareware that allows VR while controlling your body like a drone and some other minor benefits, so you can walk and talk (at a modest action penalty) while still being VR.  It's like a cross between a Simrig and a Control Rig.  Instead of shunting the body's sensory and physical nerve impulses, it captures and reroutes them.  You're still a zombie though,... = severely penalized defense options vs physical threats.   But admittedly, that's a slightly different tack than making AR hacking more viable, but it's one route to go. 

Personally, I really like the idea of giving AR hackers a boost in their action economy to make that tactic more attractive.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: ProfessorCirno on <12-04-15/0353:44>
For AR/VR differences I think focusing sorta on what they're both good at is important.  VR should be the go-to for hacking the Host and devouring all the delicious paydata that might be inside.  "This encryption is DEEP - I'm going to need to interface with it a lot more directly if I'm going to crack this."  AR, on the other hand, should be more for spur of the moment stuff.  To that end, I could see AR being something like "device specialization" whereas VR would be "host specialization" or maybe a broader "network specialization."  Running AR you're going to be better at using the environment spur of the moment or taking out the placed minigun the troll is using to make everyone hide behind cover.  Running VR you're going to be better at grabbing their files, defusing data bombs, taking out their security - but also great at devices, so long as they're connected to your network.  Going VR isn't going to help when you're attacked by the Halloweeners and you see a nearby car and you want to just turn that sucker on and set it to ram them from behind, but likewise staying in AR won't do you any favors when you have IC running you down and you needed to gain access to those security breach doors two minutes ago when Firewatch announced their presence by taking out the your troll's kneecap.

It also works well with the idea of deckers not just being randos with a neat program they downloaded, but the folks who subvert enemy systems and spin them around to turn them against their masters.  Setting everything to the same network is fantastic and keeps the script kiddies away and ensures you're going to get that monthly bonus for keeping costs low by reducing the need to hire another one or two spiders - right until the night of the run, where that hot drek cyber cowboy spiked the spider's drink before hand and set the whole defense system against the HRT response.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <12-04-15/0850:37>
Here's an idea...

How would it change the game balance to give cyberdecks (only) the benefit of a +2 bonus for hacking devices in visual range (limit 100m)?
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <12-04-15/0910:49>
That's sort of implemented in that beyond 100 m, there is a noise penalty.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-04-15/0947:05>
That's sort of implemented in that beyond 100 m, there is a noise penalty.
Except you can't move two inches without getting Noise reduction.

Datajack? That's a noise reduction.
Signal Scrub? That's a noise reduction.
Second Datajack? That's a noise reduction.
Satellite Uplink? That's a noise reduction.
Third Datajack? That's a noise reduction.
Vectored Signal Filter? That's a noise reduction.
Fourth Datajack? That's a noise reduction.
Antennae? That's a noise reduction.
Fifth Datajack? That's a noise reduction.
Fresnel Fabric Clothes? That's a noise reduction.
Sixth Datajack? That's a noise reduction.
Decrease Noise Spell? That's a noise reduction.
Seventh Datajack? That's a noise reduction.
Quiet echo? That's a noise reduction.
Eighth Datajack? That's a noise reduction.
Reciever commlink dongle? That's a noise reduction.
Ninth Datajack? That's a noise reduction.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: All4BigGuns on <12-04-15/0950:54>
That's sort of implemented in that beyond 100 m, there is a noise penalty.
Except you can't move two inches without getting Noise reduction.

Datajack? That's a noise reduction.
Signal Scrub? That's a noise reduction.
Second Datajack? That's a noise reduction.
Satellite Uplink? That's a noise reduction.
Third Datajack? That's a noise reduction.
Vectored Signal Filter? That's a noise reduction.
Fourth Datajack? That's a noise reduction.
Antennae? That's a noise reduction.
Fifth Datajack? That's a noise reduction.
Fresnel Fabric Clothes? That's a noise reduction.
Sixth Datajack? That's a noise reduction.
Decrease Noise Spell? That's a noise reduction.
Seventh Datajack? That's a noise reduction.
Quiet echo? That's a noise reduction.
Eighth Datajack? That's a noise reduction.
Reciever commlink dongle? That's a noise reduction.
Ninth Datajack? That's a noise reduction.

Nine Datajacks? Well, bully for you, still only 1 point of Noise reduction. If each one stacked with each other, then it would specifically state that they do.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: FasterN8 on <12-04-15/1002:45>
Check the FAQ thread.  Aaron said they stack. 

I think it's completely dumb, but that's what he said.  And even you you don't use that legal cheeze, Falar's point still stands - noise reduction is way easy to come by (as long as you're not a technomancer).  And in all that he even missed one source - the Rigger Command console.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-04-15/1005:31>
Nine Datajacks? Well, bully for you, still only 1 point of Noise reduction. If each one stacked with each other, then it would specifically state that they do.
Nowhere says you can have more than one Smuggling Compartment, but people do it all the time! All the text says is that if you have the Datajack wirelessly enabled, you get Rating 1 Noise Reduction. It doesn't say anything about multiple copies not doing noise reduction.

It's a loophole that no sane GM would let anyone exploit, but my post was just to say, "Noise penalties are not really a factor if you do even a modicum of planning" and use my standard tongue in cheek method.

Let's not derail the thread!
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <12-04-15/1015:42>
I thought it derailed on page 1.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-04-15/1026:17>
And in all that he even missed one source - the Rigger Command console.
I actually considered it, but then I figured that a hacker wouldn't probably be using an RCC. However, had I added that line in, I could have listed a tenth line for Datajacks ...

A technomancer does get access to Signal Scrub, Quiet Echo, Decrease Noise spell, and Fresnel Fabric for noise reduction though. That's still a fair bit, especially considering that Fresnel Fabric is limited only by your cash.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Rift_0f_Bladz on <12-04-15/1542:51>


I actually considered it, but then I figured that a hacker wouldn't probably be using an RCC. However, had I added that line in, I could have listed a tenth line for Datajacks ...

A technomancer does get access to Signal Scrub, Quiet Echo, Decrease Noise spell, and Fresnel Fabric for noise reduction though. That's still a fair bit, especially considering that Fresnel Fabric is limited only by your cash.

Which could be quite a lot, since Technomacers dont have to spend a small fortune on a deck.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-04-15/1705:30>
A technomancer does get access to Signal Scrub, Quiet Echo, Decrease Noise spell, and Fresnel Fabric for noise reduction though. That's still a fair bit, especially considering that Fresnel Fabric is limited only by your cash.

Which could be quite a lot, since Technomacers dont have to spend a small fortune on a deck.
You could get a Fresnel Fabric Cloak with Rating 10 noise reduction for just over 10k nuyen. That's probably all you ever need.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Krindi on <12-09-15/1942:52>
I'm guilty of building a decker with overclocker, and perfect time positive qualities, with a 9 agil cyberarm for gunfights.  I went with the Microtronica Azteca 300 for 200k¥ and can't see any value to purchasing a more expensive deck during char creation.  PT allows for attribute swapping cheese and the Azteca 300 saves 145k over the Sony CIY-720 (allowing for a 4th program) or 131k over the Shiawase Cyber-4.  As an AR decker, data processing has decreased value as it's not setting initiative, so modify matrix attribute for 4 packs of parts sets array at 8521, for data spikes overclocker allows the 8 to become a 9 and use virtual machine (decryption, hammer), fork, and configurator (defense) to swap back and forth between attack and defense modes.

Much of the time is spent with attack at 1 and sleaze bumped up high for security.  Smoke and mirrors 5 cheese is also coming into play here.

With that as a benchmark, my upgrade cheapest option to obtain a higher maximum stat in the array is the Xiao MPG-1 at 302k with 13R, which is a huge expense so I don't anticipate it actually occurring during the life of the game.

I would absolutely love some sort of modular system (as some outlined previously in this thread showcase) that allows tinkering with the device based on hardware and other skills, and sets costs for increasing attributes based on current levels and such. 

Refactoring the costs of the existing cyberdecks based on whatever formula and allow the decker to tinker with their hardware to incrementally upgrade it.  Seriously, almost nobody games these days on a pre-built Dell or HP or whatever.  Anybody serious builds their own system to their specifications.  Deckers absolutely need the ability to do this, otherwise they might as well be called Script Kiddies.

And to (somewhat) firmly answer the subject question, cyberdecks should cost less than they do now.  How much less?  There's several good math reviews in this thread.  The deck needs to NOT cost so much that loss of deck is equivalent to loss of character, to allow for low money street scum or go gang decker's to exist, and to remove the shadowrun of "steal a cyberdeck" as a reasonable in-game goal.

I'd also like to see programs overhauled, both in price and scope of effect.  There's a huge number of programs at present, that are cheap enough to just take them all, yet only a tiny handful of them have any actual gameplay value.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Krindi on <12-09-15/2120:15>
Also, on the distinguishing AR from VR decking.  What if decks had a bonus program slot for VR decking?  Commlinks with dongle's and a hot sim don't get the bonus.  This bonus program slot isn't walled off from the other ones the way a module containing a program carrier is, it's just an inherent bonus that's received for interfacing with the Matrix in a deeper manner than augmented reality.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: gilga on <12-11-15/0619:35>
I think that decks do not have that much value in them. Everyone can deck and having a fancy deck does not really make you a better decker the way that having a control rig makes the rigger a better driver or a power focus makes the mage a better mage.

Even the Erika can be pushed to a limit of 6 - and matrix requires subsequent rolls to operate. Each matrix action requires some marks and so on so you are rolling the dice a lot of times. If you only have say 20 dice as a good decker, you can reliably do 5-6 hits If 6 hits are not enough to win the roll then with a 20 dice decker even the 1 million deck will not do the trick. So I build very nice deckers even with the cheaper decks and post datatrails sometimes without a deck. I'd much rather have 20 dice with a limit of 6 then 15 dice with a limit of 9.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-11-15/0830:07>
I think that decks do not have that much value in them. Everyone can deck and having a fancy deck does not really make you a better decker the way that having a control rig makes the rigger a better driver or a power focus makes the mage a better mage.
This man, he gets what I hate about decks. If you upgrade your deck, you have better defenses and limits ... but your core competency doesn't change. You spend an astonishing amount of dough and it doesn't really help you outside of Attack damage.

So, in my mind, I've been toying with the idea of heat. A normal Matrix action costs no heat, but if you push it, you get more dice and start building heat. Up to a point, heat can just dissipate, doing no damage to the deck. After a point, you start dealing damage to your deck, which will give penalties.  That's about as far as I've gotten though.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: jim1701 on <12-11-15/1110:01>
My biggest beef with decks is the relatively low device rating they have and their corresponding limitation on how many programs they can run.  I would disagree that better decks don't have much value to them.  Limits are important and so is both the device rating and program slots.  Whether that value is worth how much cash they cost is debatable. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <12-11-15/1158:47>
The Cyberdeck Device Ratings are important because of PANs.  It's actually more efficient to have a decent Commlink built to be a PAN Master rather than try and pick what 6 or 9 devices you want the Decker to slave. 


Theory crafting leads me to build a Decker with a small PAN of personal things with the Deck as a Master.  Then customize a Commlink to do nothing but sit there and provide a high Logic+Sleaze for the teams critical gear to run silent.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <12-11-15/1203:29>
I think an RCC with a Sleaze done is probably the better option.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: jim1701 on <12-11-15/1326:12>
I think an RCC with a Sleaze done is probably the better option.

Well, in missions (and at my table) dongles are for comlinks only.  I would assume that if they ever do official errata that will be one of the things cleared up.  IMO dongles on RCC's impinge far too much into cyberdeck territory. 
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: CitizenJoe on <12-11-15/1646:23>
I believe the RCC is described as all the functions of a commlink plus the rigger functions.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-11-15/1704:35>
I believe the RCC is described as all the functions of a commlink plus the rigger functions.

That is true. RAW, you can put a dongle on an RCC. Many people believe that is not RAI.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: Hobbes on <12-11-15/1735:49>
The RAW argument for Dongles not working with RCCs is that the rules for Dongles don't specifically say they work with RCCs.  Seeing as how Kincade worked on the book and said that RAI is that Dongles don't work with RCCs most of the regulars around here roll with it.  YMMV.   
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: gradivus on <12-11-15/1854:14>
I would love to have dongles on RCC but, alas, it is not to be... my rigger/decker will just have to do with a single bumblebee w/a panther X and a cyberdeck.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: falar on <12-11-15/1857:05>
That said, you just need to mod on Sleaze 1 and run Smoke-and-Mirrors and you're fine. Since it's an RCC, you can do +5 Sleaze and offset the noise entirely due to Device Rating.
Title: Re: Open discussion thread: How much should a Cyberdeck cost?
Post by: gradivus on <12-11-15/2155:39>
That said, you just need to mod on Sleaze 1 and run Smoke-and-Mirrors and you're fine. Since it's an RCC, you can do +5 Sleaze and offset the noise entirely due to Device Rating.
Then you might as well take Like A Boss since you won't be using Attack actions.
Too bad Overclocker doesn't work with an RCC.