Page 1 of 1

Hacking a drone, too easy?

Posted: Thu 03 Apr 2025, 20:50
by ervasti
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.

Re: Hacking a drone, too easy?

Posted: Thu 03 Apr 2025, 21:16
by psullie
I don't think hacking an autonomous drone is meant to be that difficult. The challenge is what you need to do with the drone once you have it. and the risk of obtaining Bliss while neurocasting

Re: Hacking a drone, too easy?

Posted: Thu 03 Apr 2025, 21:31
by ervasti
I don't think hacking an autonomous drone is meant to be that difficult. The challenge is what you need to do with the drone once you have it. and the risk of obtaining Bliss while neurocasting
Can't disagree. The difficulty scale works well, giving more realistic time scale. And it is also true that if you can access the console, then its only about time to get the access. But isn't that somewhat anticlimax if you treat a growth drone as the final boss of the stop/game?