nezumi wrote:
I won't push the electronics/electronics b/r thing here.
Well, why not? This seems like the place for it. Do you skill think Electronics needs to be a separate skill? What would it encompass?
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However, if our goal is to make MORE required skills for decking, it would seem like wrapping EW into another skill is a step in the wrong direction.
That's an excellent point. In fact, I can see that as being a great reason that not everything is wireless, as it is in SR4: hacking it wireless requires a whole extra skill.
This puts us to six(seven) skills:
-
Computer-
Decking (Decking is at least as different from Computer as Con is from Negotiate, or Lockpicking is from Blacksmithing)
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Electronics Warfare (for jamming, etc... really need to work on those rules to make them more comprehensible/compelling)
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Electronics B/R (now includes B/R on decks, as it doesn't make much sense to separate them. This IMO would be the skill used to break electronics-based locks; tumblers and safes would need Lockpicking.)
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Programming (essentially Computer Program B/R--in fact that might be a more consistent name for it.)
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Ettiquite(Matrix) --Not really a
new skill, but pretty much a basic requirement of anyone wanting to call themselves a competent decker.
-with a possible seventh being
Matrix Combat.
That's... ~40+ Active skill points to make a good decker. Add in a Stealth skill, maybe a firearm or two... I think we may be getting somewhere here. What we really need to do is convince people that all of these skills are necessary and integral to the decker archetype.
Another thing I'd really like to do is introduce a plethora of knowledge skills that make the decker more effective at his job. The System Familiarity knowledge skills from
Matrix I think are a good idea, and ought to be integrated somehow; maybe different programming languages/system metaphors ought to be Language skills too? The big problem there is that, at the moment, knowledge/language skills are primarily meant for character background, and making the decker knowledge-skill intensive just encourages min-maxing one of the big "flavor text" areas of the charsheet.
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Hmm... It occurs to me we can also just... reduce the cost of decking, and making it's clear it's never intended to be a full role of its own (just like the face really isn't effective for a dedicated character). If we make it so decking is not a serious investment, we're more likely to see several deckers, since characters can pick up the second role so much more easily. If we go this way though, we'd do well to make decking faster and simpler. The sam stops long enough to deck, then returns to blowing stuff up.
This is exactly what SR4 does; you can buy yourself a fully-loaded deck for something like 15-20 BP, and the necessary decking skills for 80. This leaves you with the majority of your BP left (3/4 of them; SR4 gives you 400 BP) to make a "real" specialization; the Hacker archetype version chooses Rigger, but you could conceivably make a Sam, a Face, an Adept, even a hermetic mage, though that last one would be tough.
Going this route--basically making decking a skill group, rather than a character choice, we'd probably be better off starting from SR4's ruleset and working "backwards" to a variable-TN system, rather than starting from SR3's ruleset and building in stremlining and usability. I really don't care for the idea; I think that decking should be a legitimate and compelling character choice in its own right, just like sam and rigger are.