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pyrofoux
@pyrofoux

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I've always found hacking mechanics in TTRPGs a bit boring. A straight skill check? Without the satisfaction of cracking a password by being clever? We can do better than that.

So here's a tabletop game supplement that you can use/remix for any of your games that involve artefacts that players can hack into (tech or magic). I'd love to get feedback on it!

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*hacker voice* I'm in.
a system agnostic hacking supplement

This supplement's goals are to:

  • Present a hacking mechanic that is more than a straight skill check
  • Make players feel smart/satisfied when cracking a code
  • Provide a few interesting choices in how players approach their hacking
  • Stay simple, system agnostic

The player's goal is to hack into a protected system to use it, disable it or get information stored in it.

A system could be, for example

  • A complex magical or technological artefact
  • A ciphered journal or an encrypted database
  • A locked door, protected by a password

To crack a protected system, the player has to match its Lock value by combining the values of the Keys they gathered.

1. Roll the Lock value

The DM rolls the Lock value, based on the system's protection level.

Protection levelLock's value
Minimal protections1D20 + 10
Standard protections1D20 + 25
Advanced protections1D20 + 40
Heavily protected1D20 + 50

Elliot wants to hack into the subway's video surveillance system.

The subway's video surveillance system has a pretty standard security measures.

Rolling 1D20+25, the DM sets its Lock value to 39.

2. Give the player their Keys

The player is granted a number of Keys, based on their proficiency in their relevant hacking skill.

Player's proficiencyNumber of Keys
Novice2
Competent3
Expert4
Master5

The player is granted +1 Key if...

  • they acquired passwords, blueprints, or private correspondence linked to the system's security
  • they are receiving helpful assistance from another skilled character
  • they have the help of a tool specifically made for hacking

Elliot managed to steal a controller's smartphone, which contains several passwords that might prove useful.

Elliot is a competent hacker, so they start with 3 Keys. The passwords they stole grant them +1 additional Key, for a total of 4 Keys.

3. Crack the Lock

For each Key, the player rolls 1D10 to get a digit between 0 and 9.

The player can use the digits and operation symbols (+, −, ⨯, and ÷) to make a calculation whose result is as close as possible to the Lock value. Each digit must be used at most once. The player can also use as many priority brackets "( )" as they want.

Eg. (1 + 2) ⨯ 3 is a calculation, 9 is its result.

The difference between the calculation's result and the Lock value determines if the player succeeded or not.

Difference to LockResult
0Critical Success
5 or lowerSuccess
10 or lowerPartial Success
more than 10Failure

The subway system's Lock value is set to 39. Using their 4 Keys, Elliot rolled the digits 1, 7, 5, 6.

The closest that Elliot could get to 39 is (6⨯5)+7+1 = 38 with a difference of 1.

With their Success, Elliot managed to hack into the subway's surveillance system.

In the case of a Partial or Critical Success, the DM chooses one relevant side-effect in the list below:

Partial Successes

The player managed to hack into the system but...

  • An alarm will be triggered soon.
  • Some of the system's features are locked.
  • The systems efficiency is reduced by half.
  • Only half of the information is available.

Critical Successes

The player managed to get into the system and...

  • They leave no trace of their tempering.
  • They will be granted +1 Key when hacking another system connected to this one.
  • The system's efficiency is doubled.
  • They get additional information relevant to their interests.

Optional rules

Glitch

Instead of matching the Lock's value, the player can instead choose to make a calculation that involves a division by 0.

In that case, the system becomes glitched and:

  • Any sort of alarm system is immediately triggered.
  • The system is immediately activated and is way more efficient than it should be, to a dangerous degree. It often involves an explosion of some sort.
  • The system is destroyed, and not usable anymore.

Eg. Elliot tries to break into a Tesla car's navigation system. Their Keys gave them the digits 1, 7, 5, 6 which can be combined to make the calculation 5÷(7-6-1) involving a division by 0.

The Tesla car's navigation system is now glitched. The car immediately lets out an alarm, but it's too late: the Tesla is already going way over the speed limit and its battery is overheating. In a few seconds, the Tesla will collide with the car in front of it and catch fire.

Hidden Lock

If the player is repeatedly trying to hack into a system and is pressured to do it quickly (Eg. hacking a missile before it explodes, hacking a door while the party is fighting guards), the DM might choose to keep the Lock value secret.

Each turn, the player will roll their Keys and make a calculation trying to guess the hidden Lock value.

If the calculation's result is exactly equal to the Lock value: the player gets a Critical Success.

If the result is different from the Lock value: The DM tells the player if their result is higher or lower than the Lock value. The DM also informs the player if the value would grant a Success or a Partial Success. The player can choose to settle for their current success, or wait another turn and try to get an even better one. Their current success is discarded if they do so.


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in reply to @pyrofoux's post:

I actually got to playtest it with 3 people who never played a ttrpg before. They had 4 Keys, and their Lock value was 1D20+30.

Observations:

  1. People who said "I'm really bad at maths" still managed to play it just fine. Didn't test it on any people with dyscalculia though.

  2. All 3 of them were surprised at how fun it was. Rolling digits and having to make the most of it seemed to create an element of suspense (not unlike a roguelike?) and it felt pretty satisfying to find a calculation exactly equal to the Lock.

  3. Rolling a 0 could be seen as a failure. You can't add or multiply it to anything useful. But having a 0 allows you to go straight for the Glitch rule which provide you with the choice: do I wait for another opportunity, or do I let everything go to shit for an immediate gain? 😈

Ok yeah this is pretty cool. One thing I really like about it is that creating a hacking system risks isolating the hacker player so that everyone else just kind of has to watch/wait for them to finish, but this seems both quick/simple enough to avoid that and more fun than just "roll a die."

That is a real risk, indeed! My expectation is that if the hacker player don't keep their roll secret, everyone at the table will play the game in their head, trying to help their teammate finding the best combination.

Even if they don't, my experience is that other players are invested in their teammates roll. When a warrior crits and deals 10d6 damage, everyone is cheering for them as they count the total sum. It's their little moment in the spotlight, and everyone is like "yes!! do the math!!"

Hey, just noticing this again and thinking I'll try to format it to fit on a single-page handout and try it in-class. I can send you the result when I'm done if you want; also, have you updated these rules since January?

The more complex answer is that I've been working on a TTRPG where players can glitch everything, including their own anatomy and the spells they know -- but it's so different from that short supplement, that I count it as a wholly separate thing

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