An interesting tool kit to make hacking checks more involved.
+ Quick and easy rules for the players that can be learned during play
+ Interesting tools for the players to purchase and gain an advantage on their hacking
+ Good warden notes on how to escalate the act of hacking
As you asked for feedback, I feel this a fun and more "Hackerman" ruleset to implement for hacking, which feels refreshing than going down a realism path. I think the overall ruleset is solid; I can see this be used in very intense moments where the players need to protect their hacker as they try to break all the layers. My main concern is how long anything past Intriguing will take. Given you have a wide range of numbers to guess, several layers to break, and you can only jump up to three nodes, I feel this can take at least 5-7 rounds to successfully breach; realistically more. I feel this ruleset would benefit from reducing the overall difficult so the hacking is kept nice and speedy. I can imagine difficulty to be based more on having more traps laid out rather than making the process longer to complete, making failure even more frantic. This could also be sped up if players can place their node on any position on successes rather than slowly taking a couple steps, with crit successes let you change positions twice.
Overall, I feel this is a novel approach to gamify hacking and create a whole defense encounter for the whole party to be involved. However, I fear the novelty will wear off if players are subjected to this for long periods of time. It's better to keep it short and have them asking for more.
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