Re: GURPS Shadowrun
Quote:
|
Re: GURPS Shadowrun
Quote:
You have one Skill for each basic aspect of Decking such as Stealth, Hacking, Offense and Defense. Roll against the appropriate Skill to accomplish any decking function. Exactly what the modifiers should be is the major question but the basic concept isn't hard. |
Re: GURPS Shadowrun
Ah, I hadn't read those in forever either so I don't know which way would work better; which is why I'd have to read over each of the rules carefully to see which I liked better.
|
Re: GURPS Shadowrun
Quote:
|
Re: GURPS Shadowrun
Quote:
See, in standard GURPS netrunning (including the new article) your programs are affecting the computer. It's all about what's happening on the electronic side. While my version has some of that, it also has a lot of "make your roll and this real-world effect happens." So I don't need to say, "Well, I got my Breach off, but there was an Analyze program monitoring the system IC, so now there's a system alarm..." I just use Jedi Trick and the system's like "Ah, an authorized user. Let me get the door, sir." But yeah, I'm currently mining that article for tweaks and ideas. |
Re: GURPS Shadowrun
I'd be more than interested to see what you come up with based on the article when you get it finished.
Although I've noted a tweak you may have missed on your Dwarf Template - the penalty to their gear should apply mostly to armor; Dwarves have normal sized hands and pretty much normal upper bodies, just stunted legs. |
Re: GURPS Shadowrun
Quote:
They're not quite warhammer dorfs, but they're also not the size of a human midget or dwarf. |
Re: GURPS Shadowrun
Actually, the netrunning in Pyramid 3/21 works very much like Ritual Magic already. A ritual mage has a few core skills (Ritual Magic, Symbol Drawing, plus one skill for each Path/Book/College he knows); each individual ritual is a technique based off of the appropriate skill, with a default penalty depending on the difficulty of the supernatural effect it seeks to create.
A hacker has a few core skills (Computer Hacking, Computer Programming, Computer Operation, and Expert: Computer Security); each program is a technique based off of the appropriate skill, with a default penalty depending on the difficulty of the task it's trying to accomplish. The complexity that I think Crakkerjakk and Godogma are objecting to is all in the target network. Having a network with multiple computers, layered ICE, and security monitors is all a design choice by the GM ... if the GM decides he doesn't want all that hullaballoo, he can just have the hacker make one roll per computer (against, say, Breach -- as in Crakkerjakk's "Jedi Trick" approach), or even one per network. That's actually how the rules in Action 2: Exploits work: a hacking job is distilled it to a single, modified Computer Hacking roll. |
Re: GURPS Shadowrun
Quote:
GURPS 4 is the only 4th edition that springs to mind which actually improved the system in question. |
Re: GURPS Shadowrun
Quote:
Oh, and here's the current version of Jedi Trick. Quote:
|
| All times are GMT -6. The time now is 05:26 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.