Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Mason on <10-13-11/1106:30>

Title: Anyone else have a problem with Infiltration?
Post by: Mason on <10-13-11/1106:30>
So, I have a player who consistently rolls 7, 8, or 9 hits to infiltrate vs. the 4 hits or so of the opposition to spot him. I use the teamwork rules and even occasionally add "that should not be easy at all" dice, sometimes slinging 25 ish dice to spot this guy. He isn't infiltrating in IMPOSSIBLE situations, but really? Walking up to a guy in broad daylight, palming his pistol, shooting his buddy, palming the pistol back, and then infiltrating back away? I am tempted to rule that no, he just can't do that, but....

Do you guys have any issue with the infiltration system?
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-13-11/1119:23>
So, I have a player who consistently rolls 7, 8, or 9 hits to infiltrate vs. the 4 hits or so of the opposition to spot him. I use the teamwork rules and even occasionally add "that should not be easy at all" dice, sometimes slinging 25 ish dice to spot this guy. He isn't infiltrating in IMPOSSIBLE situations, but really? Walking up to a guy in broad daylight, palming his pistol, shooting his buddy, palming the pistol back, and then infiltrating back away? I am tempted to rule that no, he just can't do that, but....

Do you guys have any issue with the infiltration system?
I don't know if I have an issue with it yet, but for the situation you just described... I can see it up to "palming the pistol back." Unless the pistol is suppressed.

There are a lot of "situational" assumptions in that, but thing is up to the first palming of the pistol it's sentry take-down, and I've seen it done in broad daylight. Palming the pistol is a matter of it being accessible and the guy being good enough, again I can see it. Now, the buddy falling due to being shot isn't stealthy at all and that's where I'd put the "gotcha" in your string.

If they're standing staggered looking in the same direction, however, then if your guy took the one in back and did the effort to catch the body before it falls (more dice), once more I can see it if he's good enough.

But he didn't take the pistol from the guy in front and shoot the guy behind. No. Do not care about dice rolls, he's not invisible. GM fiat.

Which means he took the pistol from the guy behind, and doesn't need to palm it back -- or doesn't have a place to put it on the other guy.

And if they're not standing one in front of the other we're back to blood spray and a falling body being NOT stealthy.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Deliverator on <10-13-11/1133:04>
A lot of that situation depends on the weapon he used. A very small caliber pistol with a suppressor to the base of the skull pointed upward would leave very little actual blood, but would kill very effectively. Now doing that right next to someone, I don't care how suppressed it is, at 10ft you know it went off. This is why they use garrotes or knives to end lives of sentries, they are quiet. Body drop isn't quiet, you try dropping something that weighs around 200lbs and see how loud it is. If he doesn't put an extra roll into breaking the fall and letting the body drop softly, or waits to take him out in a situation where he won't fall (ie. in a chair, on the toilet, or maybe where it doesn't matter if he falls over like around the corner from his buddy)

But alas, if he is THAT good then let him do his job. But slowly over time start increasing the difficulty using thermographics, ultrasound, olfactory boosters, or whatever to increase the difficulty if you are worried about it. The better he gets, and the more important jobs are, the more shit he has to deal with avoiding. Eventually he may end up infiltrating with the sniper taking guys out as he gets close enough to catch them because killing them himself may not be feasible.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-13-11/1233:41>
I'll Tell you this Mason, he's gotten worse with infiltration lately, next time have him roll for surprise, oops he got less hits then they did, once he shoots one, the guy he jacked the pistol from turns around realizes his holster is lighter and then quick draws and fires at him with a second pistol or some other nast goodness.  I had been thinking about how to handle him pulling that when we start the turn I run.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-13-11/1242:57>
I'm actually still not quite sure what you can use infiltration for besides sneaking past someone? I mean if I want to get into a building without being seen do i just roll infiltration? once i'm inside do I just keep rolling it as i move about the building? Take into account 9 hit's is WAAAAAY crazy. Means your a stealthy ninja if you take the "Difficulty Table" into account. I try to go by that table as much as possible.

I believe the table went like this...

1 Hit = Easy
2 hit = Moderate
3 hits = hard
5+ hits = Extreme

So considering 5 is extreme, nigh impossible things are probably doable with 9 hits. You do have to remember however what makes sense. The GM trumps the rules every time if something doesn't make sense or if he wants it to slide to let the play feel like they are awesome. Most of the time if the PC's get 5 hit or more i'll let them have whatever they are doing threshhold wise. :P Especially if they did an opposed test and one by that much.

I mean these sentries, how do we know he wasn't bored on watch and watching a video on AR because, "Nothing ever happens on our watch." Maybe he was picking his nose and distracted, I don't know. Hell I know when i'm reading things I've been known to totally ignore a conversation when the person is standing right next to me talking to me for about 3 minutes and i look up. "What? Were you talking to me? How long were you talking?" When reading something interesting the outside world for me goes away.

Also consider are these sentries the important part of this mission? Is it meant to be a challenge or is the challenge waiting up ahead? You also can remember that the more people observing or something the more dice people get. I actually think for every additional person you get like a +1 dice.

Finally, you could always throw an adept at him with Enhanced perception 6 gives you like +6 dice, and have his intiution high, and perception high. If he still wins, then damn he is that good. You could also have them use Edge during the perception test.

Edit: noticed Arc's post. Yeah if it's totally being abused than don't let him get away with it but don't take it away from him either. For example maybe there's a camera watching where the guards are... and if the guard's suddenly "disappear" from the camera than security will tighten.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Carmody on <10-13-11/1416:05>
7, 8 or 9 hits means 20 to 30 dices... or the player is really lucky.
In the second case it will not lasr for ever, you just need to be patient ;)

In case he have so many dice then that is no surprise he can sneak past any guard. Maybe your problem lies in the number of dice that your player can throw.

Last point, as other said you should make sure that you do not let him do things that are physically impossible just because he scored many hits.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Makki on <10-13-11/1436:20>
my infiltrator is targeting 30 dice. he has 21 currently. Of course he wins every infiltration check, but he's not really good at anything else. I have to carefully avoid social encounters or combat.
and this is shadowrun. Sam can shoot with 20+ dice, you have a problem with that? Social-adepts (aka pornomancers) can talk with 20-50 dice, again, a problem?
This comes with the game design by default.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-13-11/1442:11>
Basically just talk with the player, and if you don't like this fact then let the player know to tone it down a bit. (shrugs)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-13-11/2036:58>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-13-11/2046:03>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.
Ah, one of those.

Make him roll from a cup. A shaker. Whatever you want to call it -- a container between his skin and the dice.

No, I'm not saying he's cheating. I've seen a bunch of theories why some people can do it, but I've seen enough who can to know there's no cheating (at least consciously) going on.

Every one of them with whom I've dealt can't seem to make it work if the dice roll out of a cup. They need the skinlink for the bonus to work.

Minor expansion. For a period of about three years in college (mumble) years ago, I was your infiltration guy. It was DnD (2ed), and if I needed the roll I made it. Always -- except when I had to roll from a cup. Which, eventually, became part of the GM's standard gear -- and which he started making everyone use.

I don't know why it worked. I just know it did on me, and has worked on the other dice-talented people I've met as well.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-13-11/2053:58>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.
Ah, one of those.

Make him roll from a cup. A shaker. Whatever you want to call it -- a container between his skin and the dice.

No, I'm not saying he's cheating. I've seen a bunch of theories why some people can do it, but I've seen enough who can to know there's no cheating (at least consciously) going on.

Every one of them with whom I've dealt can't seem to make it work if the dice roll out of a cup. They need the skinlink for the bonus to work.

Minor expansion. For a period of about three years in college (mumble) years ago, I was your infiltration guy. It was DnD (2ed), and if I needed the roll I made it. Always -- except when I had to roll from a cup. Which, eventually, became part of the GM's standard gear -- and which he started making everyone use.

I don't know why it worked. I just know it did on me, and has worked on the other dice-talented people I've met as well.

You'll have to play me in Liar's dice then. You'll win because I consistantly usually have at least a 6 in my dice pool :P Hard to lie if people tend to guess what you've rolled. :D
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-13-11/2056:32>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.

>.> That's what I am in my current party and people HATE it when i DM. I'll use PC's with Dicepools of 6 dice roll without a screen and get 4 hits sometimes 5.

I had them afraid of one zombie because it was shot at by 4 different people -1 dice each time and STILL beat their hits with their dice pools of 8-12. <.< Rediculous.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-13-11/2149:11>
Now, i am not a very unlucky person; I tend to score 50-70% hits on my dice. But this man, he scores 80-90% on average. He has only ever failed one test, because every time he rolls less than 4 hits, the Gamemaster of the moment rolls a critical glitch or just no hits. usually the glitch. On pools of 20.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-13-11/2232:24>
Now, i am not a very unlucky person; I tend to score 50-70% hits on my dice. But this man, he scores 80-90% on average. He has only ever failed one test, because every time he rolls less than 4 hits, the Gamemaster of the moment rolls a critical glitch or just no hits. usually the glitch. On pools of 20.

Just wait his time will come just like me.

Though it is funny when a 6 Intelligent Orc PC of mine outsmarts both a Sorcerer, through RP, and a Bard with Bardic Knowledge through rolls..... Critical!
Title: Re: Anyone else have a problem with Infiltration?
Post by: PapaR on <10-14-11/0245:37>
Maybe use an auto roller? My buddy has this power, he jut can't seem to roll badly on dice. It's made me flip more than game of monopoly .

      (Fuck this game)
           V
(╯°□°)╯︵ ┻━┻
Title: Re: Anyone else have a problem with Infiltration?
Post by: Phylos Fett on <10-14-11/0440:23>
I'll Tell you this Mason, he's gotten worse with infiltration lately, next time have him roll for surprise, oops he got less hits then they did, once he shoots one, the guy he jacked the pistol from turns around realizes his holster is lighter and then quick draws and fires at him with a second pistol or some other nast goodness.  I had been thinking about how to handle him pulling that when we start the turn I run.

(Emphasis added by me)

Wait - he got (gets) to shoot someone without a Surprise Roll?
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-14-11/0451:33>
Now, i am not a very unlucky person; I tend to score 50-70% hits on my dice. But this man, he scores 80-90% on average. He has only ever failed one test, because every time he rolls less than 4 hits, the Gamemaster of the moment rolls a critical glitch or just no hits. usually the glitch. On pools of 20.

Just wait his time will come just like me.

Though it is funny when a 6 Intelligent Orc PC of mine outsmarts both a Sorcerer, through RP, and a Bard with Bardic Knowledge through rolls..... Critical!

I was actually thinking about forcing him to play a magician in our upcoming SRM games, he doesn't do too well with drain.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-14-11/1129:25>
Bad idea. Forcing someone to play something leaves dissatisfaction.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-14-11/1157:34>
Now, i am not a very unlucky person; I tend to score 50-70% hits on my dice. But this man, he scores 80-90% on average. He has only ever failed one test, because every time he rolls less than 4 hits, the Gamemaster of the moment rolls a critical glitch or just no hits. usually the glitch. On pools of 20.

Just wait his time will come just like me.

Though it is funny when a 6 Intelligent Orc PC of mine outsmarts both a Sorcerer, through RP, and a Bard with Bardic Knowledge through rolls..... Critical!

I was actually thinking about forcing him to play a magician in our upcoming SRM games, he doesn't do too well with drain.

My Drain roll does generally pretty well, and when i'm not sure about it I edge it. 6 edge cushion. xD
Title: Re: Anyone else have a problem with Infiltration?
Post by: clashmasterj on <10-14-11/1436:55>
I have one of those infiltrating masters and I love catching him with the simple things, like a squeaky door or loose floorboards. Course the latter was cancelled out when he picked up traceless walk...
Bottom line to any of these problems is do what is best for the story. If the story is good then you'll never hear a complaint that your major NPC dodged that perfectly aimed shot
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-14-11/1450:52>
I have one of those infiltrating masters and I love catching him with the simple things, like a squeaky door or loose floorboards. Course the latter was cancelled out when he picked up traceless walk...
Bottom line to any of these problems is do what is best for the story. If the story is good then you'll never hear a complaint that your major NPC dodged that perfectly aimed shot

Trust me... he was expecting it. Even if he was turned around 1500 meters away and was busy goggling some hot elf passing by. He was expecting it! xD
Title: Re: Anyone else have a problem with Infiltration?
Post by: Thermo on <10-14-11/1748:48>
I'm actually still not quite sure what you can use infiltration for besides sneaking past someone? I mean if I want to get into a building without being seen do i just roll infiltration? once i'm inside do I just keep rolling it as i move about the building? Take into account 9 hit's is WAAAAAY crazy. Means your a stealthy ninja if you take the "Difficulty Table" into account. I try to go by that table as much as possible.

I believe the table went like this...

1 Hit = Easy
2 hit = Moderate
3 hits = hard
5+ hits = Extreme


This is one of the reasons I really liked the dice system in SR3.. you do something totally nuts and have a threshold of over 18 and it's damn near impossible, even with edge. Those same 20 dice need to roll 3 sixes in a row. First roll, maybe 4 6's. Next roll, probably 1 or 2. Third roll, not too likely.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-14-11/1937:51>
Bad idea. Forcing someone to play something leaves dissatisfaction.

Let me rephrase that, not force him, convince him that he should challenge himself.  Pretty much challlenge him to play a mage.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-14-11/2319:32>
I'm actually still not quite sure what you can use infiltration for besides sneaking past someone? I mean if I want to get into a building without being seen do i just roll infiltration? once i'm inside do I just keep rolling it as i move about the building? Take into account 9 hit's is WAAAAAY crazy. Means your a stealthy ninja if you take the "Difficulty Table" into account. I try to go by that table as much as possible.

I believe the table went like this...

1 Hit = Easy
2 hit = Moderate
3 hits = hard
5+ hits = Extreme


This is one of the reasons I really liked the dice system in SR3.. you do something totally nuts and have a threshold of over 18 and it's damn near impossible, even with edge. Those same 20 dice need to roll 3 sixes in a row. First roll, maybe 4 6's. Next roll, probably 1 or 2. Third roll, not too likely.

Threshhold of 18? I can almost beat that with my 27 Edged gunslinger's dice. >.>

Just made another character that has 34 dice edged for a combat roll as well.... <.<

My average tends to be 13 dice, but that's just average.... :P
Title: Re: Anyone else have a problem with Infiltration?
Post by: clashmasterj on <10-15-11/0103:53>
I have one of those infiltrating masters and I love catching him with the simple things, like a squeaky door or loose floorboards. Course the latter was cancelled out when he picked up traceless walk...
Bottom line to any of these problems is do what is best for the story. If the story is good then you'll never hear a complaint that your major NPC dodged that perfectly aimed shot

Trust me... he was expecting it. Even if he was turned around 1500 meters away and was busy goggling some hot elf passing by. He was expecting it! xD

He had an anchored detect bullet/deflect combo amulet
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-15-11/1112:18>
In all seriousness, the best way I've ever found to counter some player's consistently amazing/extravagant but legal behavior is to make them deal with it.

In this case, make an uber-infiltrator, and create a reason for him to be hunting the team and especially Mr. Stealthy. Let the team learn of the hunt, make a reason they get to learn just how effective this guy is, then let it run.

As a worst-case example: enemy sends message - "I'm the best. You're encroaching. I'm going to prove I'm better by interfering with you, then in your humiliation I'm going to kill you. And I'm so good you can't do a thing about it." (Basically a variation on the gunfighter problem.)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-15-11/1137:20>
In all seriousness, the best way I've ever found to counter some player's consistently amazing/extravagant but legal behavior is to make them deal with it.

In this case, make an uber-infiltrator, and create a reason for him to be hunting the team and especially Mr. Stealthy. Let the team learn of the hunt, make a reason they get to learn just how effective this guy is, then let it run.

As a worst-case example: enemy sends message - "I'm the best. You're encroaching. I'm going to prove I'm better by interfering with you, then in your humiliation I'm going to kill you. And I'm so good you can't do a thing about it." (Basically a variation on the gunfighter problem.)

I am already doing exactly that :D
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-15-11/1140:25>
Quote

Threshhold of 18? I can almost beat that with my 27 Edged gunslinger's dice. >.>

Just made another character that has 34 dice edged for a combat roll as well.... <.<

My average tends to be 13 dice, but that's just average.... :P

Nah, threshold on each individual die. In SR3, you took the # on the die and compared it to a target. In this case, 18. To get an 18, you need each individual die to roll a 6, then another 6, then another 6. All dice in SR3 were using the Rule of Six to meet thresholds. Every die that scored 18 or more was a hit. Average thresholds were 4 or 5.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Thermo on <10-15-11/1308:08>
Quote

Threshhold of 18? I can almost beat that with my 27 Edged gunslinger's dice. >.>

Just made another character that has 34 dice edged for a combat roll as well.... <.<

My average tends to be 13 dice, but that's just average.... :P

Nah, threshold on each individual die. In SR3, you took the # on the die and compared it to a target. In this case, 18. To get an 18, you need each individual die to roll a 6, then another 6, then another 6. All dice in SR3 were using the Rule of Six to meet thresholds. Every die that scored 18 or more was a hit. Average thresholds were 4 or 5.

yep, what he said.

The advantage as a GM is that as the threshold increased it became exponentially harder to meet it, so there really WAS a big difference between a threshold of 11 and a threshold of 14. Just having PC's throw more dice pool (and edge) at it gave them depreciating returns.
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-15-11/1318:42>
Quote

Threshhold of 18? I can almost beat that with my 27 Edged gunslinger's dice. >.>

Just made another character that has 34 dice edged for a combat roll as well.... <.<

My average tends to be 13 dice, but that's just average.... :P

Nah, threshold on each individual die. In SR3, you took the # on the die and compared it to a target. In this case, 18. To get an 18, you need each individual die to roll a 6, then another 6, then another 6. All dice in SR3 were using the Rule of Six to meet thresholds. Every die that scored 18 or more was a hit. Average thresholds were 4 or 5.

yep, what he said.

The advantage as a GM is that as the threshold increased it became exponentially harder to meet it, so there really WAS a big difference between a threshold of 11 and a threshold of 14. Just having PC's throw more dice pool (and edge) at it gave them depreciating returns.
So you went from threshold 6 (1/6) to threshold 8 (5/36)? man, that's a jump.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Thermo on <10-15-11/1929:12>
Quote

Threshhold of 18? I can almost beat that with my 27 Edged gunslinger's dice. >.>

Just made another character that has 34 dice edged for a combat roll as well.... <.<

My average tends to be 13 dice, but that's just average.... :P

Nah, threshold on each individual die. In SR3, you took the # on the die and compared it to a target. In this case, 18. To get an 18, you need each individual die to roll a 6, then another 6, then another 6. All dice in SR3 were using the Rule of Six to meet thresholds. Every die that scored 18 or more was a hit. Average thresholds were 4 or 5.

yep, what he said.

The advantage as a GM is that as the threshold increased it became exponentially harder to meet it, so there really WAS a big difference between a threshold of 11 and a threshold of 14. Just having PC's throw more dice pool (and edge) at it gave them depreciating returns.
So you went from threshold 6 (1/6) to threshold 8 (5/36)? man, that's a jump.

That example isn't representative of what I'm talking about.. try going from threshold 5 (1/3) to threshold 9 (1/9) to threshold 11 (1/18) to threshold 15 (1/54)

I guess the point I'm trying to make is that with the old system, if you try to do something crazy, throwing more dice at it just isn't going to cut it

I will agree with you that there seemed to be certain "groupings" of probability, i.e. threshold 6 was the exact same as threshold 7, and threshold 8 was only marginally harder. Didn't say it was a perfect system.  :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Kontact on <10-16-11/2322:34>
 ???  This isn't a problem with infiltration. 
Title: Re: Anyone else have a problem with Infiltration?
Post by: The Wyrm Ouroboros on <10-17-11/0229:23>
It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it.

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.

Well, there's your problem.  Sure, maybe he's megalucky with dice when he's hands-on, maybe he's subtly cheating (numerous ways to do this, note), and maybe the cup-roller thing will slash it into ribbons.  From where I'm sitting, though, your challenges are the wrong ones.

Clearly, he's acing every infiltration challenge you're giving him -- sneaking past Guard A and Dog B.  For an add-on, please remember that you cannot sneak through a maglocked door, no matter how stealthy you are; you need to hack the maglock.  And sure, maybe he's got that beat too, but I personally wouldn't bet on that right this second.  So your problem is that you're challenging character (and player) in the Area Of His Expertise.

Of course he's gonna succeed.

The place you have to challenge characters if you want them to lose and have a growing experience is where they are not good.  In the convention mission (CMP 2011-05, Burn Notice) that I played in with Spanner at DragonCon, one of the characters -- personal combat, stealth, had monofilament whip out the wazoo, I think -- was a Russian with some deep Vory contacts.  We were making contact with the Vory, and needed to negotiate some stuff.  The table GM, instead of going with the Elven Pornomancer and his 28 dice (y'know, I still wanna know how you get 50+ dice), apparently decided that the Vory would only deal with the Russian.

Guy played it great, but the point here is that suddenly Stealthy McWireslicer is being required to play outside his areaThis is the challenge; not the stealth-required squeezing through here or there, tip-toeing along to recover the target, but being shoved in front to act as the Face.

How's your problem child set for --
-- or any of a dozen other skills?

Athletics?  Diving?  Force him to 'sneak' underwater through one of Seattle's dozens of submarine outlets.

Let him wander off, mousetrap the rest of the team, and require him to hack a car's security, hotwire it, and drive to the rescue.

Manipulate the team into wanting him as a sniper / overwatch gunman in an office directly across from the building in which they're going to meet The Bad Guy, ready to start punching AV rounds through the windows so the rigger can get his drone carrying THEIR gear in through the window as well as give them time to arm up.  Oh, he'll think his challenge is sneaking up there with a TK-7A with 150 rounds of AV ammo, but you know the real challenge is going to be when he has to suppress the guys sneaking around the far side of the other room, trying to flank his crew,

Guy isn't invisible/intangible, or even Not There on the Astral, I presume; let a security mage running a 'detect sneaky bastard' spell locate him.  Or have a security checkpoint in one direction, and a bunch of half-drunk 'Joe's Birthday Party' wageslaves come the other way, completely filling the hall.  Use a security rigger; 'Wait a minute, the door to 1021 just opened, and there's nobody there.'

Or like the story above -- drop him into a group where his uniqueness matches their uniqueness, and Bossman decides that he'll only talk to Sneakerboy -- with a jammer running.  Uh-oh, no wireless help from his friends, he's gotta negotiate the deal on his own.

Give him things to do, events to win, but challenge him (or beat him like a drum) in other areas.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Thermo on <10-17-11/0902:43>
that's awesome advice
Title: Re: Anyone else have a problem with Infiltration?
Post by: clashmasterj on <10-17-11/1148:09>
I want Ouroboros for MY GM
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-17-11/2049:55>
I seem to have a problem more with perception, upon second examination. It has SO many negatives, but Infiltration doesn't have as many, and it is far easier to buff Agility than it is to buff Intuition.
Title: Re: Anyone else have a problem with Infiltration?
Post by: The Wyrm Ouroboros on <10-18-11/0203:12>
Sure, and it can cost a whole bunch in cyberware, etc.  However, remember this one wonderful thing:

Tacnet.

If scum-of-the-earth (even if they are cream of the scum) shadowrunners can whack together a R4 tacnet program and get 4 additional dice for damn near everything, then you can betcha any corp with stuff worth stealing is going to have their security running a tacnet every damn night.  +4 dice for Perception to everyone.

And everything.  Please, please don't forget stuff like ultrasound, radar, MAD detectors built into the doorframes, sealed windows with sensor-wires woven through them -- things where the tech to avoid it simply doesn't exist for Max Infiltrate to buy, or 'strict security' measures that he will have to make a Perception roll to notice -- and which might well give him penalties to detect.

The hostage dilemma is logically unsolvable; make it his problem.  In this case, it's a Perception problem, but again, make it HIS problem, putting 'tripwire' tech where he can't help but cross it.

... y'know, I can see a secure entry room where the first door closes, the people inside get 'checked over' by security, and then they get let through -- but where one of the checks is a low-power UV laser grid scan of the room.  He may be ruthenium polymered and thermo cloaked into invisibility, but ruthenium can't imitate a laser...
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-18-11/1147:14>
Tacnet grants extra Perception dice? O.o
Oh, wait, you mean the program, not the method of linking everyone's comms for communication purposes. We don't use that, but if it helps solve this problem, I just might sneak it in there.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-18-11/1343:22>
Sure, and it can cost a whole bunch in cyberware, etc.  However, remember this one wonderful thing:

Tacnet.

If scum-of-the-earth (even if they are cream of the scum) shadowrunners can whack together a R4 tacnet program and get 4 additional dice for damn near everything, then you can betcha any corp with stuff worth stealing is going to have their security running a tacnet every damn night.  +4 dice for Perception to everyone.

And everything.  Please, please don't forget stuff like ultrasound, radar, MAD detectors built into the doorframes, sealed windows with sensor-wires woven through them -- things where the tech to avoid it simply doesn't exist for Max Infiltrate to buy, or 'strict security' measures that he will have to make a Perception roll to notice -- and which might well give him penalties to detect.

The hostage dilemma is logically unsolvable; make it his problem.  In this case, it's a Perception problem, but again, make it HIS problem, putting 'tripwire' tech where he can't help but cross it.

... y'know, I can see a secure entry room where the first door closes, the people inside get 'checked over' by security, and then they get let through -- but where one of the checks is a low-power UV laser grid scan of the room.  He may be ruthenium polymered and thermo cloaked into invisibility, but ruthenium can't imitate a laser...

I thought infiltration could be used to get past things like lasers. I beleive they have a picture near the "use infilitration" section of the main book where someone's dodging lasers as they infiltrate into somewhere. <.<
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-18-11/1457:34>
They can "dodge" them.  But they have to know they are there.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-18-11/1752:29>
They can "dodge" them.  But they have to know they are there.

Bring something to spray into every room? xD
Title: Re: Anyone else have a problem with Infiltration?
Post by: Phylos Fett on <10-18-11/1840:25>
They can "dodge" them.  But they have to know they are there.

Bring something to spray into every room? xD

Like a skunk? ;)
Title: Re: Anyone else have a problem with Infiltration?
Post by: tzizimine on <10-18-11/2141:58>
Getting past lasers is more Gymnastics. Likewise, locks are Lockpicking.  And remember, there are security measures that don't rely on Perception to work. For example, every secure facility should have multiple redundant systems for detecting wifi. If he has a commlink for his Smartlink and communications, it doesn't matter that the signal is encrypted. It's just not suppsed to be there at all. Likewise, gas analyzers for CO2 levels, unless the guy doesn 't breathe. Most sensors are not fooled by Infiltration at all, so use them liberally.
Title: Re: Anyone else have a problem with Infiltration?
Post by: CanRay on <10-18-11/2146:44>
Internal Air Tanks, not just for when you've got your feet set in concrete and dumped into the Sound any longer!  ;D
Title: Re: Anyone else have a problem with Infiltration?
Post by: Tagz on <10-18-11/2205:09>
They can "dodge" them.  But they have to know they are there.
I wouldn't quite say that.  That sets a precedence that the player must know about each and every possible thing that could percieve him/her in order to infiltrate successfully.  That makes stealth unreasonably difficult, as well as somewhat unrealistic.

You don't need to know where a camera is to know that there probably is one and you should keep to the shadows.  You don't need to know where each guard is to know to keep out of open areas and stay low to the ground, etc.  And you don't need to spot a laser trip beam to assume that there might be one.  Of course, knowing helps improve your task, but not knowing doesn't make the player worse at sneaking.  That would be applying a modifier incorrectly (a penalty to player when it should be bonus to observer).

This becomes an extremely important point when you consider astral observers.  If you have the mentality that you must be aware of something to sneak by it, then any mundane automatically fails against an astral observer.  That's somewhat absurd if you ask me, as it renders an entire character concept ineffectual and useless.  The Astral observer should of course receive a good bonus for aura on shadow contrast, and possibly negative background count (low life area such as a city would have a -1 Background Count that becomes a +1 Astral Visibility modifier, check SM for the chart), likely around +3 to +5 dice on average but is very situational.

But something to consider is a perception bonus for superior positioning.  A vantage point over a bottleneck, a camera in a good place, or something like placing a guard at the end of a narrow hallway that gives the guard a superior view of that hallway.  This bonus could be offset by the player making their own perception check to notice the difficulty and plan around it, giving them a similar bonus or taking away the NPC's bonus depending on what they do.

Also, the rules state that some things are just plain obvious and do not require a perception check to be made.  An example could be a camera that watches a door and does not pan.  If the infiltrator tries to use that door they will be seen, it's just impossible to do it without being seen.  I think it's this last situation that ARC was speaking about, I just don't want anyone coming away from this discussion thinking that a infiltrator must know where each and every opposed observer (NPC, sensor, or otherwise) is in order to infiltrate successfully.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-18-11/2239:10>
That's the impression I was getting from some of their posts which I didn't agree with. When the mage was brought up i thought "Well if he's hiding from people in real life wouldn't he be just as stealty in Astral?" I mean he may not know there's a mage patrolling but he's still trying to be sneaky. *shrugs*

From what most of the posts are saying about infiltration it seems that they limit it to "Get past someone without being seen skill." which then have limited use.... o.O'

If they had to infiltrate through a door watched by a camera and they rolled well I would have seen they noticed a vent (cheesey and unrealistic but hey it works) that goes around the door without being seen by the camera.  Or maybe it's a moving camera so they slip past while it's moving. (shrugs) anyways don't think it should be an automatic fail.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-18-11/2259:55>
I was actually thinking about laser beams recessed into walls so that they don't see the emitters, pressure plates hidden in the floor, monowire tripwires, hidden cameras, dead falls triggered by ope ning doors without proper authorization.  Just because they might think things are there doesn't mean that they will always expect them and if they do expect them you need to change up your trap triggers.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-19-11/0138:32>
They can "dodge" them.  But they have to know they are there.
I wouldn't quite say that.  That sets a precedence that the player must know about each and every possible thing that could percieve him/her in order to infiltrate successfully.  That makes stealth unreasonably difficult, as well as somewhat unrealistic.

I disagree, politely, with you here. It's what the whole legwork phase of a run is for. There can be the; "Did you get the security schematics from the contractors about that facility?" "Yeah, chummer, the room before our target is a laser sensor matrix, vertically and horizontally, with only a two millimeter gap between the lattice work." "Frag, we better get our hacker to take that out." Or the; "Hey, GM, this is the last room before our target, do I see anything?" (rolling perception) "Nope, looks all clear." "Okay, well to be safe, I'll use Infiltration." GM to him/herself, "well, he can't squeeze himself into a <2 mm spaghetti strand so the alarms go off."

Quote
Inflitration is the skill used when a character wants to sneak around undetected by either other characters or security sensors. (SR4A, 124)

Then
Quote
Technical security includes alarms, sensors, scanners, locks, and automated systems. (SR4A, 261, original emphasis)

Quote
Trip beams are...perimeter alarms. Noticing [them] requires a Perception + Intuition (2) Test for visible beams, or a threshold of 3 for infrared beams. ... Squeezing past a trip beam maze requires an Agility + Reaction Test against a gamemaster-determined threshold. (SR4A, 261)

If you look through the whole Technical Security section (SR4A, 261-264) it modifies, clarifies, and specifies how Infiltration is used under certain conditions. Like not at all for trip beams or, as for motion sensors;

Quote
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Infiltration + Agility (3) Test. (SR4A, 261, my emphasis)

So if a player doesn't know that the motion sensors are there and says, "hey, I'm going to use Infiltration to move across this room" and then proceeds to move 5 meters in the first Combat Turn...no matter what they roll on their Infiltration test, even 50 hits...they're getting picked up by the sensors.

Knowing is half the run.

You don't need to know where a camera is to know that there probably is one and you should keep to the shadows.  You don't need to know where each guard is to know to keep out of open areas and stay low to the ground, etc.  And you don't need to spot a laser trip beam to assume that there might be one.  Of course, knowing helps improve your task, but not knowing doesn't make the player worse at sneaking.  That would be applying a modifier incorrectly (a penalty to player when it should be bonus to observer).

But...the cameras could have night vision or thermographic sensors linked to motion detection software...not knowing gets you geeked. But there could be a guard leaning against the wall just around the corner and you'll both have to roll surprise and perceptions...not knowing where the guards are gets you geeked. And sure you can assume there's a beam, but where do you duck, step over, slide under, jump over it, is it a meter into the room and a meter off the ground, two and one, one and two, 2.72 and 3.14?...not knowing gets you geeked.

If the runners didn't check the security out and find out where these things are then they're walking right into it. Of course the GM should, through varying levels of difficulty, make this information available to the characters with proper legwork on their part.

This becomes an extremely important point when you consider astral observers.  If you have the mentality that you must be aware of something to sneak by it, then any mundane automatically fails against an astral observer.  That's somewhat absurd if you ask me, as it renders an entire character concept ineffectual and useless.  The Astral observer should of course receive a good bonus for aura on shadow contrast, and possibly negative background count (low life area such as a city would have a -1 Background Count that becomes a +1 Astral Visibility modifier, check SM for the chart), likely around +3 to +5 dice on average but is very situational.

This is why A ) mages are rare and B ) kill mages first...before they get to work. A mundane trying to sneak down a sterilized hallway where an astrally projecting mage is hanging out at the other end...game over. It would be like not noticing a dancing Christmas tree coming down the hall way. But a facility that can have mages hanging out 24/7 at the end of hallways is, well, not realistic (unless we're talking big big budget for funding, like Lofwyr's deltaclinic for his drop bear army). It's then left up to watchers and other spirits which are either very unreliable or expensive to maintain.

But something to consider is a perception bonus for superior positioning.  A vantage point over a bottleneck, a camera in a good place, or something like placing a guard at the end of a narrow hallway that gives the guard a superior view of that hallway.  This bonus could be offset by the player making their own perception check to notice the difficulty and plan around it, giving them a similar bonus or taking away the NPC's bonus depending on what they do.

Agreed :)

Also, the rules state that some things are just plain obvious and do not require a perception check to be made.  An example could be a camera that watches a door and does not pan.  If the infiltrator tries to use that door they will be seen, it's just impossible to do it without being seen.

Agreed. Sneak up on a guy, sure. Palm his pistol with out him knowing, okay. Firing the gun at his friend (or just firing it for that matter), silenced/suppressed or not...nope. If the guards within 10 meters, he/she'll know exactly where it came from and look. Lots of videos on youtube of people firing silenced/suppressed weapons (some even with attractive members of the gender you might be excited about, you choose the adventure :) ) they're definitely far from silent. (Of course, with cinematic rules, hell, why not :) ).

I think it's this last situation that ARC was speaking about, I just don't want anyone coming away from this discussion thinking that a infiltrator must know where each and every opposed observer (NPC, sensor, or otherwise) is in order to infiltrate successfully.

And I, politely (at least my intent has to come across as polite), disagree for the reasons above. And I would go so far as to say that a player must designate who or what they are trying to sneak past before they roll Infiltration. You have to perceive where the eyes are, and aren't, in order to know how to effectively avoid them, meat-body or otherwise. As a completely absurd and, hopefully, funny example...ever watch a movie with a guy sneaking around. Despite all his best efforts, even if the actor studied with ninjas for a decade on how to be sneaky, why does the audience always see him? :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-19-11/0157:14>
And sometimes, the group has no time to do legwork.  They have to keep an eye out while breaking in for it.  Let them sweat a little.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-19-11/0204:24>
Or make them sweat a lot, rukin'shmukin'good'fer'nuthin' players, I tell you!

Yeah, if they don't have time for legwork, that's where the hacker/technomancer comes in to infiltration the system and turn the physical security sensors off...or get fragged by the IC. :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-19-11/0256:40>
Everyone, particularly tzizimine and fizzygoo, you have shown me many places where my use of security fails horribly. I thank you and will shortly properly challenge this infiltrator properly in his own specialty AND outside it.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-19-11/0331:59>
:)

I'm all for challenge, especially if it makes a great story. Never want to outright punish a player for building something that works great, and it's fun to give them several "average" situations that they can cake walk through just to see the Horrors in their eyes when the bugs start coming through the walls...for the challenge of course.

I never try to kill my players' characters...they do that just fine on their own. :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: The Wyrm Ouroboros on <10-19-11/0438:39>
That's the impression I was getting from some of their posts which I didn't agree with. When the mage was brought up i thought "Well if he's hiding from people in real life wouldn't he be just as stealty in Astral?" I mean he may not know there's a mage patrolling but he's still trying to be sneaky. *shrugs*

From what most of the posts are saying about infiltration it seems that they limit it to "Get past someone without being seen skill." which then have limited use.... o.O'

If they had to infiltrate through a door watched by a camera and they rolled well I would have seen they noticed a vent (cheesey and unrealistic but hey it works) that goes around the door without being seen by the camera.  Or maybe it's a moving camera so they slip past while it's moving. (shrugs) anyways don't think it should be an automatic fail.

Fizzygoo comments essentially upon all these points, and in pretty much all of them, I agree with him.  SR4 does have granulation; it does have specific things you can (or must) watch out for.  And, as he points out, it has legwork.  I would go so far as to say that the core concept of Shadowrun in all its editions is this:
What you don't know can hurt you -- so find out.
There are all those neat gadgets that have been mentioned; monowire and cameras and pressure pads and movement sensors &c.  If you don't know that they're there, you are busted -- and, in the case of monowire, injured to boot.  From an astral viewpoint, being sneakery in the flesh means that you are having very many stealthy thoughts.  It doesn't mean that you mystically vanish in the astral; there are spells and adept abilities for that, IIRC.  A sneaking character is not invisible on the astral; you might be sneaking to beat the dragon, but on the astral you're still just there, and someone in the same area as you is going to spot you right away, just as if you were 'sneaking' through a bare hall without your equipment, and a guy is staring right at you.

Mason's problem is that his player is One Power Wondering his way through massive adventures -- in short, Zilfer, he's been running things exactly the way you look at it.  And it's getting annoying, because he's blowing through everything.  An intrusion is, even now, an operation that requires multiple different skills to succeed.  Oh, you can roll just infiltration to avoid detection from the various sensors and people, but sometimes you'll need Hardware (to get through that maglock).  I said it before and I say it again: the door doesn't care how sneaky you are, it's gonna stay locked anyhow.

SR skills are limited, of necessity and of practicality.  Used to be we had Sorcery, Conjuring, and Alchemy; now Sorcery and Conjuring (and Computers, and Electronics, and yes even Stealth) are broken up into full complete skills.  You cannot shoot a bow with your Pistols skill; you cannot shadow someone with your Infiltration skill.  You cannot do a lot of things with your infiltration skill.

And knowing things is essential in Shadowrun.  That's the point.  You might be able to sneak up to Lofwyr and steal Saeder-Krupp from him, but if you don't know the security setup, then the GM has every right to make you roll a drekload of perception checks to spot the various security measures taken against people Just Like You.  Not knowing it's there -- whether specifically ('Thermographic camera in that corner') or generally ('Okay, these are security schematics of the 33rd and 34th floor, up to date as of four weeks ago...') -- means the GM has every right to let you get halfway through the intrusion and let you turn a corner into six AK-97 muzzles.  That track you.  And shoot very accurately if you try to get away.

Being generic lets the GM gloss over a lot of specifics; 'you get the security details'.  Being specific means the GM gets to tell you about items A through F, but not item G, which got put in just last week.

Zilfer, Tagz -- not meaning to offend, but you guys are clearly failing to understand that Mason is looking for stuff to challenge this guy, both player AND character.  There are huge numbers of examples in the RAW, and I'd say the RAI is even more prickly about this sort of thing.  After all, almost every 'run involves infiltration at one point or another ...
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-19-11/0508:44>
What you don't know can hurt you -- so find out.

Exactly :)

From an astral viewpoint, being sneakery in the flesh means that you are having very many stealthy thoughts.  It doesn't mean that you mystically vanish in the astral; there are spells and adept abilities for that, IIRC.  A sneaking character is not invisible on the astral; you might be sneaking to beat the dragon, but on the astral you're still just there, and someone in the same area as you is going to spot you right away, just as if you were 'sneaking' through a bare hall without your equipment, and a guy is staring right at you.

Exactly...which is why you have your mage ride astral shotgun, so if an astral perceiving or projecting mage (or a spirit) is there, your mage can deal with him/her (if your team hasn't already back at the corp mage's apartment two hours ago).

An intrusion is, even now, an operation that requires multiple different skills to succeed.  Oh, you can roll just infiltration to avoid detection from the various sensors and people, but sometimes you'll need Hardware (to get through that maglock).  I said it before and I say it again: the door doesn't care how sneaky you are, it's gonna stay locked anyhow.

Um...exactly? (I'm like a broken record here, hehe). It's Shadowrun, not Infiltration-run. There's all these aspects that come in to play, sammies, adepts, riggers, faces, mages, etc. Overlapping fabrics in a tapestry of crime. If Infiltration was the end all be all, then every character could just max out on Infiltration + Agility (and everyone would be a dandelion eater to moccasin, er boot) and every run would become a cake walk. Mmmm cake :)

You cannot do a lot of things with your infiltration skill.

But you can be sneaky (Sorry Ouroboros, I was agreeing with you too much so I felt the need to pretend to be argumentative with you here :) ).

And knowing things is essential in Shadowrun.  That's the point.  You might be able to sneak up to Lofwyr and steal Saeder-Krupp from him, but if you don't know the security setup, then the GM has every right to make you roll a drekload of perception checks to spot the various security measures taken against people Just Like You.  Not knowing it's there -- whether specifically ('Thermographic camera in that corner') or generally ('Okay, these are security schematics of the 33rd and 34th floor, up to date as of four weeks ago...') -- means the GM has every right to let you get halfway through the intrusion and let you turn a corner into six AK-97 muzzles.  That track you.  And shoot very accurately if you try to get away.

Mmmmm, players having their characters try and sneak up on Lofwyr, easy night for the GM, "Okay, kids, that was quick. So, what are your new characters going to be?"

Being generic lets the GM gloss over a lot of specifics; 'you get the security details'.  Being specific means the GM gets to tell you about items A through F, but not item G, which got put in just last week.

On this note, it's amazing when I present to my players various bits of information like this and they take it in and then come up with a plan that completely bypasses my hidden threats. It's one of the reasons why specifics are fun, the players surprise you and you have to think on your feet just as much as they do. :) Ahhhh role-playing games, how I love thee.
Title: Re: Anyone else have a problem with Infiltration?
Post by: tzizimine on <10-19-11/1014:44>
I agre with all that was stated about knowledge of your target. That has always been half the fun. It's also good to remember that sometimes being stealthy isn't about Infiltration. Following someone through a mall = Shadowing. Looking like you belong somewhere, like a delivery guy = Etiquette.


Lastly, to quote NCIS, there are two ways of following someone. They don't notice you or they notice ONLY you.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-19-11/1221:54>
Unfortunately, he HAS Electronics, and Disguise, and Shadowing, and Palming, and Etiquette. Also, when I make a place really hard to get into, he will just walk into the facility, knocks a guard out/kill him, hide the body, take his uniform, get 10 hits to disguise himself as an employee, then walks around the facility like he owns the place. His perception is through the roof with the Adept power, too, I think.

However, the thread did what i wanted. It inspired me with some countermeasures and some common sense that evaded me which should rectify my problems. Thanks, all ;)
Title: Re: Anyone else have a problem with Infiltration?
Post by: tzizimine on <10-19-11/1254:01>
The other thing that comes to mind... Is the 'problem' that the player is being too stealthy (because it seems like he is built specifically for stealth) or that his being stealthy is letting the group through challenges for all? I ask because one thing that I use to foster inter-player teamwork is scenarios where 2+ people have to be good at a specific area because the 'main guy' can't be in two places at once.


For example, doing a blackmail / con job on Mr. Cozi from Food Fight 4.0, the face (great social, terrible stealth) is convincing Mr. Cozi that his mafia 'friends' are really out to kill him, while the physad and street sam (decent stealth, terrible social) to an intentionally bad job of sneaking into his place to set up a bomb. Because of the timing and needing Mr. Cozi to feel that he is not being fooled, the face has to be immediately available whenever needed.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Phylos Fett on <10-19-11/1352:40>
Also, when I make a place really hard to get into, he will just walk into the facility, knocks a guard out/kill him, hide the body, take his uniform, get 10 hits to disguise himself as an employee, then walks around the facility like he owns the place.

I've often wondered why the whole "dress up as a guard" thing should work. Most of the places I've worked at, you hang out with the people on that shift before you start the shift, as you do same time every day/week/etc. If there's anyone new starting work, generally you hear about well in advance, etc., etc., etc.. Nothing major, just something I've often wondered about...
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-19-11/1457:57>
Also, when I make a place really hard to get into, he will just walk into the facility, knocks a guard out/kill him, hide the body, take his uniform, get 10 hits to disguise himself as an employee, then walks around the facility like he owns the place.

I've often wondered why the whole "dress up as a guard" thing should work. Most of the places I've worked at, you hang out with the people on that shift before you start the shift, as you do same time every day/week/etc. If there's anyone new starting work, generally you hear about well in advance, etc., etc., etc.. Nothing major, just something I've often wondered about...

In all honesty it should only work with people that are not security.  Eventually it will catch on.
Title: Re: Anyone else have a problem with Infiltration?
Post by: The Wyrm Ouroboros on <10-19-11/1847:28>
I've often wondered why the whole "dress up as a guard" thing should work. Most of the places I've worked at, you hang out with the people on that shift before you start the shift, as you do same time every day/week/etc. If there's anyone new starting work, generally you hear about well in advance, etc., etc., etc.. Nothing major, just something I've often wondered about...
In all honesty it should only work with people that are not security.  Eventually it will catch on.

Even then it shouldn't.  My spouse works at the CDC, and she knows at least half a dozen of the guards by face and, in some cases, name -- and vice-versa.  You can Con your way past that for a little bit by saying, 'Oh, I just got transferred in from ... uh ... Germany!!' or something, but the next guard the person sees is going to hear 'hey, how's that new guy working out?'

[ Divers Alarums. ]
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-19-11/2124:00>
I've often wondered why the whole "dress up as a guard" thing should work. Most of the places I've worked at, you hang out with the people on that shift before you start the shift, as you do same time every day/week/etc. If there's anyone new starting work, generally you hear about well in advance, etc., etc., etc.. Nothing major, just something I've often wondered about...
In all honesty it should only work with people that are not security.  Eventually it will catch on.

Even then it shouldn't.  My spouse works at the CDC, and she knows at least half a dozen of the guards by face and, in some cases, name -- and vice-versa.  You can Con your way past that for a little bit by saying, 'Oh, I just got transferred in from ... uh ... Germany!!' or something, but the next guard the person sees is going to hear 'hey, how's that new guy working out?'

[ Divers Alarums. ]

In the short term it might work, like maybe 10 minutes, that is unless they really do have a new guy that just started that night.

Oh believe me, I completely agree, but it would work in the short term,
Title: Re: Anyone else have a problem with Infiltration?
Post by: Phylos Fett on <10-20-11/0148:01>
I suppose if you got your Hacker to edit the internal memos and stuff to corroborate and build some supporting evidence, but even then it's a long shot on a small tight facility. Even on a larger facility it's probably a long shot.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-20-11/0152:20>
A long shot is all a runner needs to get in.  Getting out is harder.  That's where the fun is.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Phylos Fett on <10-20-11/0157:16>
A long shot is all a runner needs to get in.  Getting out is harder.  That's where the fun is.

I meant a long shot at even getting in. ;)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-20-11/1137:40>
I've often wondered why the whole "dress up as a guard" thing should work. Most of the places I've worked at, you hang out with the people on that shift before you start the shift, as you do same time every day/week/etc. If there's anyone new starting work, generally you hear about well in advance, etc., etc., etc.. Nothing major, just something I've often wondered about...
In all honesty it should only work with people that are not security.  Eventually it will catch on.

Even then it shouldn't.  My spouse works at the CDC, and she knows at least half a dozen of the guards by face and, in some cases, name -- and vice-versa.  You can Con your way past that for a little bit by saying, 'Oh, I just got transferred in from ... uh ... Germany!!' or something, but the next guard the person sees is going to hear 'hey, how's that new guy working out?'

[ Divers Alarums. ]

In the short term it might work, like maybe 10 minutes, that is unless they really do have a new guy that just started that night.

Oh believe me, I completely agree, but it would work in the short term,

Yeah, but if there isn't a new guy, he becomes one and goes to get a fake SIN of a professional security man and gets himself hired to the very corporation he needs to bust into! Sure, it takes longer, but still....
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-20-11/1421:12>
I'm thinking the bigger places it would be slightly easier to fake it because not everyone knows probably everyone in a 100 story building. Another thing that might add to this is you usually don't want to bring attention to yourself by talking with security. (or most people don't i've noticed) You could probably walk up to someone in a police outfit and they'd treat you as if you were an officer out on the road. (unless you make it blatently obvious otherwise.)

It shouldn't be a get away with everything free card but I can see it working, just not overtly well.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Elizara Dane on <10-20-11/1735:16>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.

Tzeentch is a fickle god, he will never favor a single follower for long. Wait and the Changer of Ways will do the work for you.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-20-11/1748:14>
The player in question slings about 12-14 dice, and most definitely does not cheat. It pisses me off, because i can watch him roll every time and there is no way he is cheating. You can hand him your own dice and they roll better for him than they do for you. Further, anyone who rolls against him has luck subtly shifted against them. I sling 26 dice against his 12 and score 4 hits, he scores 7. It is extremely frustrating, because every challenge I design for this infiltration expert results in him breezing through it. Also, he has Edge 6, and Zeench looks favorably on him when he decides to Edge something, granting him 12+ hits on most tests. And he sits right where i can see his every roll...Argh!

I have asked him not to run off and leave the party on it's own so often, but that is the only concession i have gotten from him. It is irritating to the extreme when I have to fiat just to get the story to stay on track and the super-important NPC does NOT die.

Tzeentch is a fickle god, he will never favor a single follower for long. Wait and the Changer of Ways will do the work for you.

I would agree, but his characters tend to follow Khorne in most aspects.  He hasn't played a mage since '06
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-20-11/1801:00>
Not sure what you guys are qouting but there's a Reason my Rogue is a follower of Tymora. (Faerunian god)
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-20-11/1820:03>
Tzeentch, Khorne, Nurgle, and Slaanesh are the Chaos Gods in the Warhammer and Warhammer 40k Universe.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-20-11/1844:06>
Tzeentch, Khorne, Nurgle, and Slaanesh are the Chaos Gods in the Warhammer and Warhammer 40k Universe.

I keep hearing about that game but i'm not sure if I want to try it yet.... o.O'

You have any examples to compare it too?

I'm thinking this is the universe where metal poles "shoot" because goblin's believe they "can kill" and anything Red goes faster.... someone was telling me about a game like that. XD
Title: Re: Anyone else have a problem with Infiltration?
Post by: Elizara Dane on <10-20-11/1849:23>
You people keep talking and all I'm reading is "BLOOD FOR THE BLOOD GOD" over and over again.

Tzeentch is one of the Chaos gods (BBEGs of Warhammer 40k) and he represents the vitality and volatility of change. All his actions center aroud plans that take thousands of years to fully pan out and even at their culmination they may not yet be complete. The OP mentioned that Tzeentch blessed the infiltration monkey and I pointed out that because Tzeentch is fickle he would probably only gift him fantastic rolls until it no longer suited him.

Edit: Its Orc that have that inbred psychic field that makes all their taped together equipement actually work and the power of their belief actuall makes red things go faster :P
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-20-11/1935:02>
I play myself.  I'll PM you about the game and where to check it out.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-20-11/1950:57>
Word. Thanks
Title: Re: Anyone else have a problem with Infiltration?
Post by: The Wyrm Ouroboros on <10-20-11/2027:18>
Never played 40K -- always too busy playing real Warhammer, WHFRP.  The fantasy game in which every character, no matter how mighty, sweats while waiting outside the city gates while five nervous guys with crossbows keep them pointed at the character -- because one of them might get very lucky, and Kill You Dead.
Title: Re: Anyone else have a problem with Infiltration?
Post by: ARC on <10-20-11/2035:37>
I play both.  It's fun either way.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Tagz on <10-21-11/2135:27>
@ Fizzygoo

Oh, I do love a good discussion.  And yes, I did take it as polite.  I'm going to argue my point a bit more, and apologize for getting back to the topic 2 pages later.  I think it's more a matter of clarification then an actual difference of opinions, though there might still be some difference there.

Part of it is that I was tired when I posted and did not empathize that I was mostly concerned with NPCs and other things that actually make an opposed Perception vs Infultration against the character.  These things would be guards, spirits, cameras(well, the person/agent watching it), and less passive sensors.
They can "dodge" them.  But they have to know they are there.
I wouldn't quite say that.  That sets a precedence that the player must know about each and every possible thing that could percieve him/her in order to infiltrate successfully.  That makes stealth unreasonably difficult, as well as somewhat unrealistic.

I disagree, politely, with you here. It's what the whole legwork phase of a run is for. There can be the; "Did you get the security schematics from the contractors about that facility?" "Yeah, chummer, the room before our target is a laser sensor matrix, vertically and horizontally, with only a two millimeter gap between the lattice work." "Frag, we better get our hacker to take that out." Or the; "Hey, GM, this is the last room before our target, do I see anything?" (rolling perception) "Nope, looks all clear." "Okay, well to be safe, I'll use Infiltration." GM to him/herself, "well, he can't squeeze himself into a <2 mm spaghetti strand so the alarms go off."
Ok, completely agree with you there.  That's an impossible task.  No chance, shoulda done some legwork Chummer or at least noticed the beam.

Course, could it be possible to get by a single low laying beam that can be stepped over without notice?  Sure, do an Edge(x) test, maybe you got lucky because it isn't impossible, but don't expect to do it often.  I find it pretty fun to have a random element like that.  Like for instance a player might accidentally get by it on the way in and set it off on the way out and think "But! I did it the same way!  How did I set off the alarm?!"  Then I just smile.
Quote
Inflitration is the skill used when a character wants to sneak around undetected by either other characters or security sensors. (SR4A, 124)

Then
Quote
Technical security includes alarms, sensors, scanners, locks, and automated systems. (SR4A, 261, original emphasis)

Quote
Trip beams are...perimeter alarms. Noticing [them] requires a Perception + Intuition (2) Test for visible beams, or a threshold of 3 for infrared beams. ... Squeezing past a trip beam maze requires an Agility + Reaction Test against a gamemaster-determined threshold. (SR4A, 261)

If you look through the whole Technical Security section (SR4A, 261-264) it modifies, clarifies, and specifies how Infiltration is used under certain conditions. Like not at all for trip beams or, as for motion sensors;

Quote
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Infiltration + Agility (3) Test. (SR4A, 261, my emphasis)

So if a player doesn't know that the motion sensors are there and says, "hey, I'm going to use Infiltration to move across this room" and then proceeds to move 5 meters in the first Combat Turn...no matter what they roll on their Infiltration test, even 50 hits...they're getting picked up by the sensors.

Knowing is half the run.
Yeah, this is my fault for not being clear.  I don't disagree with any of that.

You don't need to know where a camera is to know that there probably is one and you should keep to the shadows.  You don't need to know where each guard is to know to keep out of open areas and stay low to the ground, etc.  And you don't need to spot a laser trip beam to assume that there might be one.  Of course, knowing helps improve your task, but not knowing doesn't make the player worse at sneaking.  That would be applying a modifier incorrectly (a penalty to player when it should be bonus to observer).

But...the cameras could have night vision or thermographic sensors linked to motion detection software...not knowing gets you geeked. But there could be a guard leaning against the wall just around the corner and you'll both have to roll surprise and perceptions...not knowing where the guards are gets you geeked. And sure you can assume there's a beam, but where do you duck, step over, slide under, jump over it, is it a meter into the room and a meter off the ground, two and one, one and two, 2.72 and 3.14?...not knowing gets you geeked.
Well, with these situations it's more like "Not knowing almost always gets you geeked."  The rolls still get made and the perciever still needs to win the opposed test to notice the person.  Planning and forehand knowledge should give the infiltrater a few bonuses and let him/her make better decisions, but it is still possible to just outright beat them in opposed tests.  In fact, not even sneaking (just not being outstandingly obvious) still requires a single hit on a perception test.  It's possible to get past a guard without even sneaking if he botches the roll (would have to be a terrible guard, but terrible guards do exist especially with AR sports games to watch).

It is entirely within possibility that you might fail a perception test to notice a guard while tip toeing past some crates.  The player is taking reasonable actions and precautions to remain stealthy, they should be able to roll Infiltration as not knowing the guard is there is not preventing them from attempting the task.  The guard (unless you've ruled this is some sort of obvious bottleneck situation, I would think not around crates but regardless we're assuming "no" for this situation) still needs to win with their perception test to notice the player and their success is not a guarantee, especially when you throw in modifiers like chameleon coat, cover modifiers, Concealment Power, or whatever else may be in play.  It could very well turn out that the Infiltrate gets past the guard with neither being the wiser the other was there.

Cameras are similar.  It's the person or agent watching the camera you need to beat, not the camera itself.  If you have one and say you've got a program that tells you if anything moves on it, well then you made it into a motion sensor and should be using the rules for that and calling it that.

If the runners didn't check the security out and find out where these things are then they're walking right into it. Of course the GM should, through varying levels of difficulty, make this information available to the characters with proper legwork on their part.
Again, totally agree.  But not all things are automatic failures for not knowing about it.  Some are, but some are not.  I just don't want newchummers to assume that they ALL are and become lazy GMs when it comes to stealth.

This becomes an extremely important point when you consider astral observers.  If you have the mentality that you must be aware of something to sneak by it, then any mundane automatically fails against an astral observer.  That's somewhat absurd if you ask me, as it renders an entire character concept ineffectual and useless.  The Astral observer should of course receive a good bonus for aura on shadow contrast, and possibly negative background count (low life area such as a city would have a -1 Background Count that becomes a +1 Astral Visibility modifier, check SM for the chart), likely around +3 to +5 dice on average but is very situational.

This is why A ) mages are rare and B ) kill mages first...before they get to work. A mundane trying to sneak down a sterilized hallway where an astrally projecting mage is hanging out at the other end...game over. It would be like not noticing a dancing Christmas tree coming down the hall way. But a facility that can have mages hanging out 24/7 at the end of hallways is, well, not realistic (unless we're talking big big budget for funding, like Lofwyr's deltaclinic for his drop bear army). It's then left up to watchers and other spirits which are either very unreliable or expensive to maintain.
Yeah, I think we're on the same page here too.  Just pointing out that if that same mage was in a forest (where everything has an aura like our Infiltrater) and a person tried to sneak by darting between trees because he's avoiding mundane threats, it doesn't mean the mage on the astral gets an automatic victory on him because the Infiltrater didn't know he was there

Actually, having recently run Ghost Cartels and doing some observing in the astral while in a jungle, it can be harder to notice things then in the meat due to the modifiers found in SM p 114.  I think it was something like a -5 before even reaching the areas with the really good BC.
I think it's this last situation that ARC was speaking about, I just don't want anyone coming away from this discussion thinking that a infiltrator must know where each and every opposed observer (NPC, sensor, or otherwise) is in order to infiltrate successfully.

And I, politely (at least my intent has to come across as polite), disagree for the reasons above. And I would go so far as to say that a player must designate who or what they are trying to sneak past before they roll Infiltration. You have to perceive where the eyes are, and aren't, in order to know how to effectively avoid them, meat-body or otherwise. As a completely absurd and, hopefully, funny example...ever watch a movie with a guy sneaking around. Despite all his best efforts, even if the actor studied with ninjas for a decade on how to be sneaky, why does the audience always see him? :)
This part I disagree with a bit.  If you have ever walked into a room or place and after a minute notice that you DIDN'T notice another person already there, and they are surprised when you say hi to them, to me that shows the ability to sneak by something while unaware of it's presence.  Obviously not all things are like that, just the things that require that good old human element, where someone might be distracted or just plain oblivious.

Additionally, noticing something is the responsibility of the person doing the noticing.  The perception check needs to be done in order to observe, though situationally this can be drastically modified.  If you're not ruling that the person attempting to sneak is "Immediately Noticeable" (I think that's the term the book uses to negate the test), the observer needs to succeed the test, even if the Infiltrater is unaware of the observer.

Anyhow, that's it.  I think we agree on most points.  And again, I think the perception that I thought you could just waltz in past sensors was because I wasn't clear enough in my original post.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-22-11/0335:16>
Discussions are good :) I like pinning ideas down but I'm always concerned I'll be taken as confrontational.

Part of it is that I was tired when I posted and did not empathize that I was mostly concerned with NPCs and other things that actually make an opposed Perception vs Infultration against the character.

That's it, right there :) That was the core missing element to your first post and I just wasn't quite sure which way you were actually leaning. And with that everything else falls into agreement except...(hehe, always an except)...

I think it's this last situation that ARC was speaking about, I just don't want anyone coming away from this discussion thinking that a infiltrator must know where each and every opposed observer (NPC, sensor, or otherwise) is in order to infiltrate successfully.

And I, politely (at least my intent has to come across as polite), disagree for the reasons above. And I would go so far as to say that a player must designate who or what they are trying to sneak past before they roll Infiltration. You have to perceive where the eyes are, and aren't, in order to know how to effectively avoid them, meat-body or otherwise. As a completely absurd and, hopefully, funny example...ever watch a movie with a guy sneaking around. Despite all his best efforts, even if the actor studied with ninjas for a decade on how to be sneaky, why does the audience always see him? :)
This part I disagree with a bit.  If you have ever walked into a room or place and after a minute notice that you DIDN'T notice another person already there, and they are surprised when you say hi to them, to me that shows the ability to sneak by something while unaware of it's presence.  Obviously not all things are like that, just the things that require that good old human element, where someone might be distracted or just plain oblivious.

Additionally, noticing something is the responsibility of the person doing the noticing.  The perception check needs to be done in order to observe, though situationally this can be drastically modified.  If you're not ruling that the person attempting to sneak is "Immediately Noticeable" (I think that's the term the book uses to negate the test), the observer needs to succeed the test, even if the Infiltrater is unaware of the observer.

Anyhow, that's it.  I think we agree on most points.  And again, I think the perception that I thought you could just waltz in past sensors was because I wasn't clear enough in my original post.

A character rolling a Perception check does not force those in his perception range to roll Infiltration. A character can walk into a room, roll Perception, and notice some or all details. Walking into the room, if the character is intent of finding a particular individual (who isn't trying to hide) then GM would set an arbitrary threshold based on how crowded the room is, other distractions, etc. Where if the target is the only individual in the room, the GM says, "no need to roll, he's there." If there's a dozen or more maybe a threshold of 1 or 2, in a house party 3 or 4, at a Concrete Dreams revival concert 5 or 6 or more. But the sought out individual is passive in this, he's part of the normal scene.

A character trying to sneak around, well, that's a roll that is Opposed. There's a target (or targets) and once designated they are allowed an opposition roll.  Take the individual alone in the room. He hears noises from outside the door and so he wants to hide. The GM can say, okay, behind the couch or behind the left curtain at the window which is drawn closed are the two best places to hide immediately (without leaving the room). So the character choose, rolls Infiltration. Now what if someone walks by the window (or a jumped-in drone drops down from the air to peak in, or a sniper across the way looks through his scope, etc.) after the character has hid but before the person(s) on the other side of the door come into the room.

If the character chose to hide behind the curtain, well, his back is against the window in plain view. If the character chose to hide behind the couch, the angle of the couch may be such that he's in plain sight to someone at the window, or half-blocked, etc.

As a GM I would have to say that the hiding character's Infiltration does not apply to the person walking by the window. All that matters is the passerby's Perception against a threshold of 1 if hiding behind the curtain, and 2 or 3 if behind the couch (depending on how much of the couch is blocking the hiding character, maybe higher or just impossible if the character is completely blocked from view). All normal Perception test modifiers still apply to the passerby, of course.

Anyone coming in the room, however, automatically must make a perception test opposed by the character's Infiltration +/- Perception modifiers as normal. The character is trying to hide from them and I would assume that the character is slowly moving around the couch to keep it between him and the target if he chose the couch.

For the crowded party example, in the opposite light. There's a character at the party, it's crowded, and standing near the middle of the room. If the player were to say to me, I want to use Infiltration. I'd have to ask, "against whom?" Certainly not everyone at the party, not the person he's having (or pretending to have) a conversation with. Even with a "slip out unnoticed" kind of attempt, then the modifiers are going to be huge...if he wants to slip out without anyone noticing him. Now, if the character mingles his way towards an exit and then says, "I'm sneaking out," that's different. 1st, he was noticed by some people to have actually been at the party as he mingled his way across the room (they may even remember in what direction he headed). 2nd, anyone facing in his direction (just cause that's the way their standing while talking at the party) would get a bonus to their Perceptions (and anyone standing with their backs to him would have negatives). But ultimately the character is still intent on using Infiltration against someone or something's Perception.

Now I can see how my original post could be taken as an extreme "player must designate each individual entity they are trying to sneak past" but that was not my intent (or maybe it was and I hadn't thought it all the way through, hehe). In certain situations it's fairly clear; "I'm sneaking across the corporate grounds to the back door." A Perception check on the part of the character will let the GM know whether he notices any or all of the cameras, guards, etc. Then the Infiltration check to set the thresholds for anyone watching those cameras or guards on the grounds. Now if joe-average wageslave comes out the back door, and walks across the grounds over to the parking lot, well, the character would still be using Infiltration against the wageslave so long as the character makes a Perception test to notice the wageslave (which would be pretty easy as the wageslave is keeping to the lighted walkway, opens/closes the door normally, etc.).

But if the character didn't notice a guard on one side of the grounds, then that guard is just going to roll a perception check (with modifiers as appropriate) against a standard threshold because the infiltrating character is using bushes, planters, obstacles, etc.  to keep LOS at a minimum between the known threats...which may just put him in plain view to the unknown threats. This works both ways, were a group of ninjas sneaking up on the PCs would get Infiltration vs Perception against all the PCs except the ones they were unaware of. Those unknown-to-the-ninja PCs would get a regular Perception check (with the appropriate modifiers) to notice the ninjas.

To end, all characters are considered to be normally aware and perceiving their surroundings. For characters to notice the obvious it is the responsibility of the GM. At the next level it's the responsibility for players to have their characters to take a moment to actively perceive if they feel there may be something hidden from being obvious. At the final level Players who are actively having their characters sneak around are responsible to designate who or what (even if it's a general whose or whats) in order to let the GM know who he/she's rolling Perception for in the Opposed Test. I haven't come across anything RAW to counter this line of thought. If you have the page numbers or some other examples that would counter this way of thinking, throw'em at me as better here than at the game table and be caught by surprise :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: Mason on <10-22-11/1335:30>
That'll work, thanks. I can finally make sure the infiltration expert doesn't slip into the corporate building, calmly walk to the top, kill the boss, and calmly leave. With his insane disguise and etiquette and infiltrate rolls, only the most insane modifiers could check him, or pure GM fiat, which i despise but will use if necessary.
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-22-11/1407:11>
On the disguise part, don't forget that generic is easier than specific, and sometime pulling off specific is darn near impossible.

I can look like a generic security guard. With care and planning I can look like Joe who works the midnight shift. It'll take luck to convince Joe's shiftmates, who've known him for a couple of years, that I'm Joe. If Joe's got a regular partner, I might as well plan to get rid of that partner as soon as possible unless I've got help (influence or alter memory). And if I didn't do the research to know that Jim coming off-shift is Joe's source for his Betel, I'm going to bite it hard from an unexpected direction.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Tagz on <10-26-11/1636:45>
Sorry again about not posting a response sooner, I had a couple of stressful days at work and didn't want to post while angry or annoyed at something else.  Didn't want it to bleed over.

Anyhow, I think I see why we're doing things differently.  First, I think we're both using different valid RAW interpretations.  I haven't seen anything in your posts that appears that it breaks RAW, and I know nothing in mine does either.  The second is I'm willing to bet you handle infiltration a little more abstract then I do (I usually pull out the grid and markers when it comes up).

So here's how it is at my table:

An infiltrating player makes a perception test to notice potential problems.  Any that he/she sees I mark on the grid.  Then the player decides what path to take that will give them the best chance.  If they miss a guard that was tough to spot, then it doesn't show up on the grid and the player doesn't know about them.  But the player still gets to choose the route they take, and that route may or may not take them into the visual path of the hidden guard.

Now the part that makes me apply stealth use when the Infiltrator is unaware of the perceiver:
Another thing is that I don't just use the visual sense in detecting a ninja on the premiss.  Sound, scent (one of my player's has this as their best sense), touch, all can apply.  So when a player chooses a path that keeps makes use of visual cover, they still need to be quiet, etc, also handled by Infiltration.  So when a character knows a perciever is there, even if they keep full cover they still need to roll infiltration so the guard doesn't hear them and come looking.

Now lets say for example that the character chose to go down a row of large stacked crates in a warehouse.  There is a guard on the other side for both sides, placed so that when the character is directly opposite on the are opposite the other at the same time, but the character is only aware of one of them.  The route will never let the character be seen by those two.  The guards cannot see the character but can possibly hear him/her, obviously.  How would this roll be performed?  One opposed roll and one threshold?  The character in question didn't know to... what, redirect the reverberations in a different direction?  Seems to me like both guards would be trying to pick up the same amount of sound intensity, so should have the same hit requirement.

But ok, lets roll with the idea of different kinds of tests for this.
Looking at the chart on SR4A p136, it looks like a 3 or 5 would be the threshold to notice the character.  We'll pick 3 for this example, "muffled" sounds about right for careful footsteps.
But our ninja is damn good at sneaking, she gets 5 hits.
It's harder for the guard she's aware of to notice her but easier for the guard she didn't know about, but there's no reason for that advantage.  They were equidistant and got the same amount of noise at the same time.  Any advantage one gets over the other should come from a bonus to their situation, a modifier to their test.

Why should visual be different?  Not knowing the guard is there should effect modifiers, not remove the ability to reduce your presence.  Staying low to the ground and quiet would reduce the chance your noticed, even if you didn't know the person was there.  Maybe not knowing they were there you crossed their field of vision, sure, they'll see you, but it's because they have an advantage to see that area.  Not knowing they were there didn't make you go there.  It also doesn't mean that staying low wouldn't make you harder to see in many circumstances.

I'm going to tell a short story of something that actually happened when I was a kid, playing a game of manhunt at night.  I was being hunted and needed to get away from my hiding place, but the only route to me was past my friend who hadn't spotted me yet.  No cover except that of night.  So what I did was I got on my belly and crawled, slowly and quietly past him on the wet grass.  It worked, I got past him and kept crawling for a while before getting up and running.  Only thing was, I got past TWO of my friends.  One was wearing all black and I didn't see him, I only found out later when they said they were together the entire time.  Now, I daresay that if I didn't crawl and stay so quiet I would have been noticed, and my actions applied to both of them despite my lack of awareness of one of them.  It was my skill test that avoided breaking a twig or crushing leaves, my performance determined how difficult it was for BOTH of them, not just one.

So, going back to your examples:  The window where the drone pops up, well, the character's stealth still applies, but the drone gets a positive modifier for "Object stands out in some way" +2 and a "Superior Position" modifier determined by how dead on it's vision is pointed at the window.  If it was dead on enough that it's impossible (certainly would be in this situation) I'd add +∞.

But my point remains on two things:
1) The test is still in opposition, it's just in some cases it's extremely one-sided to the point that you don't bother rolling.  And not knowing it's in opposition is not what makes it an opposed test, it's when the two actions are in conflict, one making the other more difficult.  If the character is trying to remain unseen and is taking appropriate action, then they should be harder to see based on their roll.  And if they pick a bad path and run smack into a guard's vision, well, it's not for lack of trying to reduce their presence they're seen, it's because the guard has an advantage to see that space.
2) That the Perception roll itself is not what creates this situation, it's the information received from it and the player's decisions based on that info.  A failure to notice a guard doesn't mean the player HAS to encounter that guard.  I'd only do that if the player glitched or critically glitched on their perception roll.  Instead the player makes a choice and that choice may or may not change the situation, and with a changed situation come modifiers to the test.  For instance, not knowing the guard was there might take away all cover modifiers and give the guard a "superior positioning" bonus for where the player tries to sneak.


Also, it didn't take long for me to find a way to exploit not using this as an opposed test.
Lets take Mr.Fumbles, a hacker who defaults on Infiltration with 3 Agility.  He gets himself chameleon suit with thermo damping, a F2 spirit from the mage to use Concealment on him, and intentionally does not check for guards.  Ok, clearly metagaming shamelessly, but he actually has about the same chance of avoiding detection if the test is not opposed given his low pool, relying on the negatives to the opposition.  Doesn't seem so bad, but he's taken away the possibility of glitching or critical glitching with his 2 dicepool.  And since he can only get 2 hits max, a threshold of 1 to 5+ without chance of glitch seems pretty good, unless of course, you say that he HAS to go through a path of an observer because he didn't see them, which would still be railroading even if the metagamer did deserve some comeupons.  Anyhow, not a power-game exploit, and can easily just bash your metagamer with the corebook for trying it, but a low level one nonetheless that technically would work using your method.

Anyway, been really enjoying this and am eagerly awaiting your reply.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Fizzygoo on <10-27-11/0557:28>
Sorry again about not posting a response sooner, I had a couple of stressful days at work and didn't want to post while angry or annoyed at something else.  Didn't want it to bleed over.

"Could it be, that once again, you are angry at something else and are looking to take it out on me?" hehe http://www.youtube.com/watch?v=-mTUmczVdik (http://www.youtube.com/watch?v=-mTUmczVdik)
You've come across as quite civilized, Tagz, and I too have been enjoying the discussion. :)

Anyhow, I think I see why we're doing things differently.  First, I think we're both using different valid RAW interpretations.  I haven't seen anything in your posts that appears that it breaks RAW, and I know nothing in mine does either.  The second is I'm willing to bet you handle infiltration a little more abstract then I do (I usually pull out the grid and markers when it comes up).

Abstract! Abstract! hehe, who you callin' abstract?! Got me all geared up to argue (with a smile and enjoymental funz) with that one...

So here's how it is at my table:

An infiltrating player makes a perception test to notice potential problems.  Any that he/she sees I mark on the grid.  Then the player decides what path to take that will give them the best chance.  If they miss a guard that was tough to spot, then it doesn't show up on the grid and the player doesn't know about them.  But the player still gets to choose the route they take, and that route may or may not take them into the visual path of the hidden guard.

Sounds like my table so far...

Now the part that makes me apply stealth use when the Infiltrator is unaware of the perceiver:
Another thing is that I don't just use the visual sense in detecting a ninja on the premiss.  Sound, scent (one of my player's has this as their best sense), touch, all can apply.  So when a player chooses a path that keeps makes use of visual cover, they still need to be quiet, etc, also handled by Infiltration.  So when a character knows a perciever is there, even if they keep full cover they still need to roll infiltration so the guard doesn't hear them and come looking.

Now lets say for example that the character chose to go down a row of large stacked crates in a warehouse.  There is a guard on the other side for both sides, placed so that when the character is directly opposite on the are opposite the other at the same time, but the character is only aware of one of them.  The route will never let the character be seen by those two.  The guards cannot see the character but can possibly hear him/her, obviously.  How would this roll be performed?  One opposed roll and one threshold?  The character in question didn't know to... what, redirect the reverberations in a different direction?  Seems to me like both guards would be trying to pick up the same amount of sound intensity, so should have the same hit requirement.

Fizzygoo kneels at the table, presents his bound pinky upon the cutting board, and with one deft movement severs it at the first knuckle. Wrapping it in the ceremonial cloth, Fizzygoo then presents it to Tagz.

That would be an example where I totally agree. Doesn't matter if the character knows the person is there or not. I guess to fit it to my point of view, I would say that the character's intent is to sneak past the guard(s) below by moving quietly along the tops of the crates.

Why should visual be different?  Not knowing the guard is there should effect modifiers, not remove the ability to reduce your presence.  Staying low to the ground and quiet would reduce the chance your noticed, even if you didn't know the person was there.  Maybe not knowing they were there you crossed their field of vision, sure, they'll see you, but it's because they have an advantage to see that area.  Not knowing they were there didn't make you go there.  It also doesn't mean that staying low wouldn't make you harder to see in many circumstances.

I'm going to tell a short story of something that actually happened when I was a kid, playing a game of manhunt at night.  I was being hunted and needed to get away from my hiding place, but the only route to me was past my friend who hadn't spotted me yet.  No cover except that of night.  So what I did was I got on my belly and crawled, slowly and quietly past him on the wet grass.  It worked, I got past him and kept crawling for a while before getting up and running.  Only thing was, I got past TWO of my friends.  One was wearing all black and I didn't see him, I only found out later when they said they were together the entire time.  Now, I daresay that if I didn't crawl and stay so quiet I would have been noticed, and my actions applied to both of them despite my lack of awareness of one of them.  It was my skill test that avoided breaking a twig or crushing leaves, my performance determined how difficult it was for BOTH of them, not just one.

I want to argue, "visual is different because it works in a different medium. Visual is contingent on LOS and it is (meta)humanities primary sensing tool (often surpassing touch once the childhood exploration phase is over). Smell, sound, are all, to put it Shadowrunly, area effects, the sound of your steps, the smell emanating from you, all expand three dimensionally. But vision, straight lines (yes yes, casting shadows, reflections, etc, but all are line effects from the sneaker to the observer). " But in doing so I'm only revealing my own bias towards the visual, relegating sound and smell to afterthoughts.

So, going back to your examples:  The window where the drone pops up, well, the character's stealth still applies, but the drone gets a positive modifier for "Object stands out in some way" +2 and a "Superior Position" modifier determined by how dead on it's vision is pointed at the window.  If it was dead on enough that it's impossible (certainly would be in this situation) I'd add +∞.

Eek, an infinity. But otherwise all I've got is "I don't like this." Heh. I think this is why; The character rolls Infiltration (with bonuses for having the curtain) against the person in the room's Perception. Then, a turn or two later, the drone drops down. Are we still using the net hits from the initial Infiltration roll, even though the character wouldn't get a bonus for the curtain? Or let's say no curtain bonus but a smoke grenade had gone off in the room...never mind, that's a modifier to Perception, not Infiltration. There are no situational bonuses to Infiltration...hmmm. The deeper I dig, the worse it gets for me.

I like the "Object stands out in some way" use and would even add the "Character actively looking for it" +3 bonus. So with a +5 bonus it almost makes me think there should be a reciprocal to the blind fire modifier, an obvious fire (for Perception only, natch) for just a flat out +6. With those modifiers I'm far more comfortable to your way of thinking, Tagz.

But my point remains on two things:
1) The test is still in opposition, it's just in some cases it's extremely one-sided to the point that you don't bother rolling.  And not knowing it's in opposition is not what makes it an opposed test, it's when the two actions are in conflict, one making the other more difficult.  If the character is trying to remain unseen and is taking appropriate action, then they should be harder to see based on their roll.  And if they pick a bad path and run smack into a guard's vision, well, it's not for lack of trying to reduce their presence they're seen, it's because the guard has an advantage to see that space.
2) That the Perception roll itself is not what creates this situation, it's the information received from it and the player's decisions based on that info.  A failure to notice a guard doesn't mean the player HAS to encounter that guard.  I'd only do that if the player glitched or critically glitched on their perception roll.  Instead the player makes a choice and that choice may or may not change the situation, and with a changed situation come modifiers to the test.  For instance, not knowing the guard was there might take away all cover modifiers and give the guard a "superior positioning" bonus for where the player tries to sneak.

Yeah, now that I realize that all situational modifiers are applied to the Perception side of the roll and the Infiltrator has to rely on skill and attribute alone it totally makes sense. I had the misconception that there was, somewhere, a table of modifiers to Infiltration. But it so works to have the player roll once for their infiltration trip/journey/trek and then have the various "perceivers" make their modified rolls along the way until something happens that would require a new roll by the infiltrator.


Also, it didn't take long for me to find a way to exploit not using this as an opposed test.
Lets take Mr.Fumbles, a hacker who defaults on Infiltration with 3 Agility.  He gets himself chameleon suit with thermo damping, a F2 spirit from the mage to use Concealment on him, and intentionally does not check for guards.  Ok, clearly metagaming shamelessly, but he actually has about the same chance of avoiding detection if the test is not opposed given his low pool, relying on the negatives to the opposition.  Doesn't seem so bad, but he's taken away the possibility of glitching or critical glitching with his 2 dicepool.  And since he can only get 2 hits max, a threshold of 1 to 5+ without chance of glitch seems pretty good, unless of course, you say that he HAS to go through a path of an observer because he didn't see them, which would still be railroading even if the metagamer did deserve some comeupons.  Anyhow, not a power-game exploit, and can easily just bash your metagamer with the corebook for trying it, but a low level one nonetheless that technically would work using your method.

Well, Concealment subtracts dice from the Perception test, so there still would be opposed tests, yes?

Anyway, been really enjoying this and am eagerly awaiting your reply.

So, to 'splain, no there is to much. Let me sum up...I concede. The infiltrator does not have to know who or what he/she is sneaking against, but those he/she is not aware of may get situational modifiers to their Perception tests. Characters do need to know about passive alarms (in most cases) in order to get past them if they enter the area in which the passive alarm is active and many passive alarms do not rely on Infiltration to bypass. Characters sneaking past sensors use Infiltration but in some cases they must be known (such as sound/vibration detectors "Characters attempting to sneak by a known sound detector must succeed at an Infiltration + Agility (3) Test [Silence or Stealth spells can also be used)." SR4A 262, my emphasis).

"I love it when a plan rational discussion comes together." :)
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-27-11/0847:10>
An interesting consequence of this discussion (particularly Fizzygoo's last walkthrough) is that it works to explain infiltration against the astral.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <10-27-11/1806:08>
Interesting... indeed. xD
Title: Re: Anyone else have a problem with Infiltration?
Post by: kirk on <10-27-11/1822:37>
Interesting... indeed. xD
sigh - yeah, that came off as pompous. Take it as given that I meant "YAY, I now have basis for infiltrating against astral spirits."

Especially since the normal other-side argument is "You can't infiltrate against astral unless you can perceive astrally."
Title: Re: Anyone else have a problem with Infiltration?
Post by: Tagz on <10-27-11/2245:44>
I've had an excellent time debating this with you Fizzygoo, and I think we both came away from this with some new info perspective, and hopefully newcomers to the game who read up on these posts take something from it as well.  I've been in many Infiltration discussions here and on DS and this was definitely the one with the best thought out arguments, which really made me have to think hard how to present my case, and I'm glad I was convincing.
Title: Re: Anyone else have a problem with Infiltration?
Post by: JustADude on <11-08-11/0243:08>
  Or have a security checkpoint in one direction, and a bunch of half-drunk 'Joe's Birthday Party' wageslaves come the other way, completely filling the hall. 

Had a similar scenario happen at a game I was playing in, only with the slight variation that this was an axe-wielding Sam having to sneak because our "sneaky bastard" was a metahuman and the target was inside a Yakuza-run club that wouldn't let anyone but humans in the door.

Axe Sam got past the security at the "private" area by the expedient of two others in the group creating a distraction (w/ Face Elf getting tazed unconscious in the process) and got upstairs to the hall outside where the target was. Just as the Sam was about to go in she heard someone about to come out, and the hallway had nowhere to hide. Her solution?  Use gymnastics! She Jackie Chaned up to the top of the walls just past the door and braced herself until the person had gone downstairs.
Title: Re: Anyone else have a problem with Infiltration?
Post by: Zilfer on <11-08-11/1127:41>
  Or have a security checkpoint in one direction, and a bunch of half-drunk 'Joe's Birthday Party' wageslaves come the other way, completely filling the hall. 

Had a similar scenario happen at a game I was playing in, only with the slight variation that this was an axe-wielding Sam having to sneak because our "sneaky bastard" was a metahuman and the target was inside a Yakuza-run club that wouldn't let anyone but humans in the door.

Axe Sam got past the security at the "private" area by the expedient of two others in the group creating a distraction (w/ Face Elf getting tazed unconscious in the process) and got upstairs to the hall outside where the target was. Just as the Sam was about to go in she heard someone about to come out, and the hallway had nowhere to hide. Her solution?  Use gymnastics! She Jackie Chaned up to the top of the walls just past the door and braced herself until the person had gone downstairs.

Wow, I must say. Bravo to that quick thinking. xD
Title: Re: Anyone else have a problem with Infiltration?
Post by: Xzylvador on <11-12-11/0954:31>
Maybe use an auto roller? My buddy has this power, he jut can't seem to roll badly on dice. It's made me flip more than game of monopoly .

      (Fuck this game)
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