First, I need to clarify the title of the thread.
I`m dealing with lots of this situations during my GMing and Im looking for the simplest way how to deal with them.
First example would be security system in some random encounter situation. I dont have time to draw the map, or place every thinkable sensor, when players decide to infiltrate some shop of facility to gain additional info/loot etc. Nor I want to roll perception tests for every guard around the block, with all modifications, tacnet and teamwork included. So i decided to make this easier for me a bit.
When characters attemp to infiltrate such "space", Im using the same principle as exploit X firewall...Infiltrator being considered exploit, security level considered firewall.
In this example, lets talk about local pharmaceutical distribution center, runners are in need of some substances and this is the fastes way to get those. I say the security level of the facility is 4, slightly above the average.
Then I add+1 for every sensor involved: Motion sensors, ameras, thermographis, ultrasound, laser detectors, tripwires etc,
Lets say the facility has cameras, thermographic cameras and motion detectors. In this example this would make "firewall" 7.
Actively targetting the security system itself means +3, aiming for complete overrun of the facility means +6.
Runners are here just to take some goods and GTFO. Magnetic locks etc, on entrance I solve separately, as I see fit, same goes for hacking the computers inside facility.
Runners...or at least those who are going in, are rolling their infiltration test, lets say Agility 4 Infiltration 4 (also slightly above average). Their equipement and countermeasures apply on my dicepool...the lowest possible (in this case, IDN what helps against motion sensors so lets say the Concealement 3 provided by teammates spirit power grants me -3, which compensates those sensors)
Now the roll goes the same way as when hacking:
Security 4, thresshold 4 x Infiltration 8, thresshold 7
For players, I use the Cumulative -1 dice modifier as listed in rules for extended test.
I use this rule also for security system, well just in case the system is actively targetted (+3 to dicepool)
In our example, the chances are almost equal for both sides (everyone is free to roll for himself).
There are a few more event that can trip the alarm: Bypassing the Maglocks, Hacking the storage system to find what they need.
If Alarm is triggered, it is up on team how they are able to deal with consequences, this is another story. Like I said, this is just to be used when you dont want to spend too much time with such an event, players surprise you with their creativity and you need quick resolution which, if successfull for team, allows you to continue to next scene...
Well for basic image, do you this could work? Any further ideas? Since it is far from completed system, there may be multiple variables I didnt used or thought about.
Serious creative discussion pls.