Dynamic Hacking and Expert Rig


Rules Questions


Pathfinder Starfinder Roleplaying Game Subscriber

So the question revolves around the section on Adapting Hacking Abilities on page 73, TR, and the wording of Expert Rig on page 70 of the CRB. Now the rules for abilities that negate a countermeasure entirely say that a character would instead get a +10 to their first check to resolve the countermeasure. Fine and dandy, that's reasonable enough, especially given a number of tricks/spells/etc. out there. Yet reading the rules for Expert Rig, the negation is an expedited hack, something that should work with the Faster Hacking set, but that still seems off as it is quite focused.

So then, since the blurb on adapting abilities was written to cover a huge variety of possibilities, should we:

1) Pick either the Faster Hacking rule or the Negate Countermeasures rule, and stick with that

2) Make a house ruling, such as splitting the difference, so that a Mechanic with an Expert Rig may use their Minor Action to disable a countermeasure (other than a firewall)

Further, should we look for all the cases whether their loose blanket statement doesn't fit hardly at all, and ask for a FAQ on the thread?

Community / Forums / Starfinder / Rules Questions / Dynamic Hacking and Expert Rig All Messageboards

Want to post a reply? Sign in.