Hacking a drone, too easy?
Posted: Thu 03 Apr 2025, 20:50
Am I missing something, or is hacking a drone this easy?
A character tries to hack a drone, she'll get following dice pool (regular Wits roll, p.94):
Wits: 2-6 dice
Hacking talent: +2 dice
Neurocaster bonus: +1-3 dice
Neurocaster plugged directly to the terminal: +2 dice
Party members helping: 0-n dice (let's put it 2)
Total: 3-15 dice (avg 9 dice)
The likelihood to get one success is: 40-93% (avg 80%)
When you need three success (difficulty 3) in row: 7-81% (avg 52%)
I wouldn't call that difficult, except when trying the most difficult drone with minimum dice pool.
GM can make that more challenging by adding other encounters to interfere the activity, when all attempts take one stretch (5-10 min). But still this does not make sense.
It would be more rational, if the Wits roll would be opposed rolls, against target drone's Wits.
So, prove me wrong, and I'll be happy.
A character tries to hack a drone, she'll get following dice pool (regular Wits roll, p.94):
Wits: 2-6 dice
Hacking talent: +2 dice
Neurocaster bonus: +1-3 dice
Neurocaster plugged directly to the terminal: +2 dice
Party members helping: 0-n dice (let's put it 2)
Total: 3-15 dice (avg 9 dice)
The likelihood to get one success is: 40-93% (avg 80%)
When you need three success (difficulty 3) in row: 7-81% (avg 52%)
I wouldn't call that difficult, except when trying the most difficult drone with minimum dice pool.
GM can make that more challenging by adding other encounters to interfere the activity, when all attempts take one stretch (5-10 min). But still this does not make sense.
It would be more rational, if the Wits roll would be opposed rolls, against target drone's Wits.
So, prove me wrong, and I'll be happy.