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Matrix Hacking Example

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squee_nabob

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« Reply #15 on: <02-15-12/1033:52> »
What do you thing? Im not english native so maybe there is something Ive missed in the sentence....

I agree it could be interpreted that way, but the prevailing opinion is that all failed dice are rerolled. Other people have already given the reasons for this, so I don’t wan to rehash their posts. I find the interpretation that the quote means “reroll all dice in a failed test” to not be as persuasive as “reroll all failed dice”. Other GMs may interpret or houserule otherwise, but I will go with the current popular interpretation until given a reason to change.

True enough, but pg. 243, SR4A, gives us "In game terms, Fading is very similar to the Drain that magicians suffer for their magical activities."  I do realise that that's a bit flimsy, but I'm pretty sure it used to be in the FAQ, although it certainly isn't any more.  Weird.

I agree this quote exists, although I find it unpersuasive as an argument that Fade cannot be magically healed. Instead of including that sentence claiming Fade is “very similar”, the authors could have included Fading in the sentence on 243 about Drain and magical healing. It would have been less words and have greater clarity. Otherwise the question is, “in what ways are they very similar”.

Mirikon

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« Reply #16 on: <02-15-12/1054:58> »
I always took the drain/fading similarity to mean just what it looks like. When Magicians cast spells, summon spirits, or do other such things, they take drain. When technomancers thread forms, compile sprites, or do other such things, they take fading. If the Force or Rating of what they're trying to do is less than or equal to their Magic or Resonance, the drain/fading is stun, and if it is greater, then it is physical. Both are resisted by a roll of two attributes, which change based on tradition/stream.
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Lethe

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« Reply #17 on: <02-15-12/1112:43> »
Quote from: SR4A,p183,Step6:Resist Drain
Note that wound modifiers or sustained spells have no effect on the characters dice pool for Drain Resistance Tests.
Quote from: Example
*MR Drain Resist: Willpower 5 + Intuition 5 + Sustaining Penalty -2 = 10 dice [4 hits]
You kinda mentioned the sustaining penalty, but didn't calculate it in.

Edit:
Also after threading stealth and exploit, you only apply a -2 modifier for hacking on the fly.

Quote from: Example
//The TS is 9/12 to an admin account, the Node is 3/11 to detecting the TS.
Firewall 5 + Admin = 11; Node achieved 4 hits
//The TS is 9/11 to an admin account, the Node is 4/11 to detecting the TS.

In the beginning you threaded stealth to 11. But for your stealth tests you use 12.


But the whole example reads very well and shows what can and should happen, nice!
« Last Edit: <02-15-12/1140:23> by Lethe »

UmaroVI

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« Reply #18 on: <02-15-12/1122:30> »
You are right on the first one Lethe, but note that you don't take a penalty for sustaining a CF while using that CF. Hacking on the Fly uses Exploit, so you don't take a penalty for having Exploit threaded while doing that.

Source: 2nd paragraph under "threading" SR4A 240.
« Last Edit: <02-15-12/1125:00> by UmaroVI »

Sichr

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« Reply #19 on: <02-15-12/1135:46> »
Also...Wound modifiers do not apply to any Resistance tests...and drain or fading resistance is such test, so the dicepool won`t be affected.

Lethe

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« Reply #20 on: <02-15-12/1138:58> »
You are right on the first one Lethe, but note that you don't take a penalty for sustaining a CF while using that CF. Hacking on the Fly uses Exploit, so you don't take a penalty for having Exploit threaded while doing that.

Source: 2nd paragraph under "threading" SR4A 240.
Haha yes, that makes sense. Else threading a +1 would give you an actual disadvantage.

squee_nabob

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« Reply #21 on: <02-15-12/1146:37> »
Thank you Lethe!

I have corrected the drain resist test. The firewall is 6 (from Unwired) so it should be Firewall 6 + Admin = 12. I corrected the node being 4/12.

Good catch on the Stealth 11, I have rerolled it all out again. There was no change but it’s important to check.

Also, I want to mention that sustaining penalties do apply to Fade Resist Tests, because under Fading, it does not mention that they do not. To clarify: Drain Resistance Tests mention that sustaining penalties do not apply, Fade Resistance Tests do not mention this, and thus should apply sustaining penalties.

I can hardly claim that Fade != Drain, and use Drain rules only when they are beneficial.

Sichr

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« Reply #22 on: <02-15-12/1152:42> »
I dont talk about Drain resistance text. Im talking about:

Quote from: SRA, p.163
WOUND MODIFIERS
As a character records damage on his Condition Monitor, he suffers
certain effects that simulate real-life injuries. For every 3 boxes of cu-mulative damage taken on a Condition Monitor track, the character
suffers a –1 wound modifier. These wound modifiers are cumulative,
so a character who has taken 6 boxes of Physical and 3 boxes of Stun
suffers a total –3 wound modifier.
Wound modifiers are dice pool modifiers that apply to nearly all
tests  the  injured  character  may  attempt,  except    for  resistance  tests.

It doesnt specify any, so it is safe to assume that All resistence tests are not subject to this modifiers (Damage, Drain, Fading, Toxin, Viral...)

Lethe

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« Reply #23 on: <02-15-12/1210:24> »
It doesnt specify any, so it is safe to assume that All resistence tests are not subject to this modifiers (Damage, Drain, Fading, Toxin, Viral...)
Yes, even when not explicitly stated somewhere else, i would assume the same.

squee_nabob

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« Reply #24 on: <02-15-12/1223:54> »
I agree but wound penalties and sustaining penalties are not the same. I cannot find an instance where I apply wound penalties to a Resistance test. I do apply sustaining penalties to Fading Resistance Tests (for example Turn 11, pass 3 and Turn 14, pass 1)

Sichr

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« Reply #25 on: <02-15-12/1301:39> »
AH! Sorry, my wrong...
Hell.
Right now Im trying to figure out where the shortcut happened :D

crisses

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« Reply #26 on: <02-16-12/2337:41> »
Turn 10, Pass 2, why is SK using First Aid on TS?  0 fade & 2 services from the sprite....Is this for the 1P fade taken Turn 3, Pass 3?  Wouldn't that be only 1 complex action + 1 combat turn to heal?

TS is always compiling rating 7 Sprites.  Sounds like RPG system abuse from where I jack in.  Would you prefer a headache or bleeding out your ears?  Gaming the system, check!, but bad role-play.  Tsk.  Bad player -- no karma!  :)

GM Call:  If the physical wounds aren't healed until the spell becomes permanent and a second spell is cast, is the drain per the total (so-far-unhealed) damage?  The guy you're pointing that spell at has all that damage, so your spell is targeting all his current damage.  Hard call, that.   While you can only heal once per set of wounds, game balance might say you'd be chancing the extra drain anyway.  Similar note: would TS get a wound penalty (I think he's got 5P damage all told before the 2 heal spells are completed) for those wounds during the spell's "duration"?  After all, the healing ain't finished yet, chummers.

I forget where I read it (Now I'll have to find it again!) but Threading takes NO TIME.  Found it -- it's the FAQ:

See http://www.shadowrun4.com/game-resources/frequently-asked-questions/

Does threading require an action? Does the -2 modifier from sustaining a threading affect all actions, including use of that Complex Form?

Threading does not require an action; any Fading damage taken applies before the technomancer’s next action (or before they thread anything else). Threaded Complex Forms must be sustained, and the -2 dice pool modifier applies to all actions except those using the threaded complex form.

Backing this up is the fact that threading in Unwired & the SR4A never say that threading is an action.  It's simply not on the lists.  So your player is taking a whoooooole lotta extra time threading....  takes no time to whip up a complex form from the Resonance if you're riding the right stream.  I guess they really want the technomancers to keep up with the rest of the group in the meat world.  It does mean extra die rolls in a combat turn, but at least the technomancer can do something useful quickly -- like ejecting smartgun clips, causing goggle malfunctions, turning on the sprinklers only on THAT side of the room, etc. during battle.

All4BigGuns

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« Reply #27 on: <02-16-12/2355:07> »
Turn 10, Pass 2, why is SK using First Aid on TS?  0 fade & 2 services from the sprite....Is this for the 1P fade taken Turn 3, Pass 3?  Wouldn't that be only 1 complex action + 1 combat turn to heal?

TS is always compiling rating 7 Sprites.  Sounds like RPG system abuse from where I jack in.  Would you prefer a headache or bleeding out your ears?  Gaming the system, check!, but bad role-play.  Tsk.  Bad player -- no karma!  :)

GM Call:  If the physical wounds aren't healed until the spell becomes permanent and a second spell is cast, is the drain per the total (so-far-unhealed) damage?  The guy you're pointing that spell at has all that damage, so your spell is targeting all his current damage.  Hard call, that.   While you can only heal once per set of wounds, game balance might say you'd be chancing the extra drain anyway.  Similar note: would TS get a wound penalty (I think he's got 5P damage all told before the 2 heal spells are completed) for those wounds during the spell's "duration"?  After all, the healing ain't finished yet, chummers.

I forget where I read it (Now I'll have to find it again!) but Threading takes NO TIME.  Found it -- it's the FAQ:

See http://www.shadowrun4.com/game-resources/frequently-asked-questions/

Does threading require an action? Does the -2 modifier from sustaining a threading affect all actions, including use of that Complex Form?

Threading does not require an action; any Fading damage taken applies before the technomancer’s next action (or before they thread anything else). Threaded Complex Forms must be sustained, and the -2 dice pool modifier applies to all actions except those using the threaded complex form.

Backing this up is the fact that threading in Unwired & the SR4A never say that threading is an action.  It's simply not on the lists.  So your player is taking a whoooooole lotta extra time threading....  takes no time to whip up a complex form from the Resonance if you're riding the right stream.  I guess they really want the technomancers to keep up with the rest of the group in the meat world.  It does mean extra die rolls in a combat turn, but at least the technomancer can do something useful quickly -- like ejecting smartgun clips, causing goggle malfunctions, turning on the sprinklers only on THAT side of the room, etc. during battle.

Threading is a free action as per the SR4A errata.
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UmaroVI

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« Reply #28 on: <02-17-12/0711:02> »
Turn 10, Pass 2, why is SK using First Aid on TS?  0 fade & 2 services from the sprite....Is this for the 1P fade taken Turn 3, Pass 3?  Wouldn't that be only 1 complex action + 1 combat turn to heal?
It's for the 1P taken from Threading during that same pass.

TS is always compiling rating 7 Sprites.  Sounds like RPG system abuse from where I jack in.  Would you prefer a headache or bleeding out your ears?  Gaming the system, check!, but bad role-play.  Tsk.  Bad player -- no karma!  :)
I'd rather bleed out my ears if I have two medics standing by who can fix that quickly than have a headache that they can't fix. Pretending that characters have no idea how their own abilities work is poor roleplaying.

GM Call:  If the physical wounds aren't healed until the spell becomes permanent and a second spell is cast, is the drain per the total (so-far-unhealed) damage?  The guy you're pointing that spell at has all that damage, so your spell is targeting all his current damage.  Hard call, that.   While you can only heal once per set of wounds, game balance might say you'd be chancing the extra drain anyway.  Similar note: would TS get a wound penalty (I think he's got 5P damage all told before the 2 heal spells are completed) for those wounds during the spell's "duration"?  After all, the healing ain't finished yet, chummers.
Heal doesn't work like that. Heal removes the damage instantly, but if you stop sustaining it before it becomes permanent, the damage comes back.

Threading
Covered already.

crisses

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« Reply #29 on: <02-17-12/0717:33> »
Threading is a free action as per the SR4A errata.

Haven't found that errata, and don't know where to look for it.  Would you mind supplying a link?  Thanks!

 

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