The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to use that main stat in other, highly-used moves for that playbook. To give an example: the brainer is going to have weird +2. Of their 6 moves, 1 is a weird bonus, 3 roll +weird, and 2 substitute +weird for other stats (one for hot, and one for sharp). In other words, this character is (a) fucking weird, and (b) highly competent. All the playbooks have a similar effect, though not all are 6/6 like the brainer. According to Vincent, the main reason for this is to ensure that every character is reasonably good at acting under fire (or, in the sprawl, acting under pressure), since they’re all going to be doing that a lot.
By comparison, looking at the Sprawl book, I see the hacker in particular is quite diversified. The hacker seems to require +synth, +mind, +edge, and +cool to run the Matrix moves, and has no playbook moves to transfer their competence at +mind (or whatever else) over into other moves.
I was wondering what the intention here is? I see that for some things you can replace normal rolls with +synth if you have the appropriate cyber-parts, so I can see a general sort of push to incentivize people to chrome up. The flip side is, as far as I can see, even if the decker wanted to chrome up, it wouldn’t affect most of their moves, so that doesn’t seem like the underlying design decision. And, generally, they’re likely to reasonably suck at acting under fire.
Can anyone clarify for me what they feel the effect on gameplay is of this change in stats emphasis, and de-powering of deckers is? The other playbooks don’t seem so diversified, so it seems like an intentional decision.