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Can their be a Decker and a techno an in the same team?

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Desiani

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« on: <01-30-17/1410:31> »
Can they both still be really effective? My group has a Generalist Hacky focused techno, an opportunity has come about where a Decker may be a viable additional member depending on how the Techno handles our current run.

I know there's a Drone decker thing, but are there other types of deckers that can mesh well in a group with 2 combat, one mage and techno? My vampire face is getting kind of boring (GM refuses to incorporate HMHVV as a plot hook like I thought he might) and I have an already made Giant Shotgun Mysad.

I am just wondering if me making a Decker would be possible depending if I could be different enough from the Generalist Hacky Techno.

Reaver

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« Reply #1 on: <01-30-17/1417:19> »
Yes, there is always room for multiples of any archtype on a team.


Well, the CAN be... it really boils down to how the GM does things. If the GM is making the Matrix, and Matrix options a very minor part of his game already, I doubt he is going to change that to make it more interesting for a Decker - techno combination. (as generally, the Matrix is the weakest part of most GMs knowledge base), BUT he could expand the matrix play more if there are more characters that can do something in the matrix.
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Desiani

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« Reply #2 on: <01-30-17/1441:23> »
There is a lot of matrix play I feel. There aren't a lot of 'go steal this data' stuff but he throws in a lot more hackable things during fire fights and during some of the little legwork we do. We are like 80% trench coat and we do almost 0 legwork because 3 of the 5 people just want to get to the combat.

But is there a type of decker where if I make one the Techno won't feel as if I am 'taking over her role/turf'

Xexanoth

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« Reply #3 on: <01-30-17/1449:41> »
the most important thing is imo that they have similiar Dicepools for the same key matrix actions(Hacking in particular), not only because the btter one will pretty much become the "standard" hacker with the other becoming the sidekick,
 but also so that the GM can balance the game.
otherwise 2 decker shouldn't be a problem.

Dwagonzhan

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« Reply #4 on: <01-30-17/1558:55> »
Technomancer + Decker is a great combination, but only as long as the TM doesn't try to match the Decker for direct hacking tests, and instead provides Sprites to assist the Decker.
It keeps the TM's exposure time down, while directly improving the odds of the Decker who is front-loading the risk in the Matrix.

(also, you can't slave equipment to a TM's Living Persona like you can a cyberdeck; so there's that; of course, Matrix Defense can be cheesed around fairly easily just using Comlinks if your GM allows it)
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Desiani

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« Reply #5 on: <01-30-17/1909:14> »
She has been our primary Matrix wizard since day one.

I was interested in Rigging, but primary rigging looks to vague and complicated. Not to mention how it slows our already slow combat :(

Hint why I was asking about if there were different kinds of side things a Decker can do that would let the 'main matrix wizard' still be Miss Big Wig while I use my deck to to still hack and what not but do other things as well that can be useful.

Reaver

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« Reply #6 on: <01-30-17/1940:27> »
Well... the name says it all :P

They can 'deck' into various things (with Deck being the same as hack..). So guns, gear, doors, cameras, just about anything wireless really...

But thats the real extent of a decker. Either you are hacking the matrix or you're hacking gear. Drone use can be done, but its MUCH slower then a rigger (and if you think rigging will slow you down... well deck rigging is even slower!)
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Desiani

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« Reply #7 on: <01-30-17/1953:01> »
Thank you :) I'll take all this into consideration.

Just going to go over some last minute details then decide.

Thank you for the help