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/cyber/ - Cyberpunk & Science Fiction

A board dedicated to all things cyberpunk (and all other futuristic science fiction)
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“Your existence is a momentary lapse of reason.”

File: 098fd5795762311⋯.jpg (495.57 KB,1078x1407,154:201,Screenshot_20190617-203532….jpg)

 No.56494

Has anyone played?

What was your experience?

Is combat typically longer and more complicated than say D&D?

Is anyone looking forward to the new version coming out?

____________________________
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 No.56510

Bumping, I've only ever played Shadowrun 4 (SR5 is drekk).

Can anyone summarize how it plays? How do Netrunner rules work?

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 No.56514

Invidious embed. Click thumbnail to play.

Use d10+stat to determine success

A successful hit with a firearm is a flat target number based on range, after which you roll damage. Armor reduces taken damage

If you take so little as 8 damage in a single hit you need to save or die. The weakest gun does 2d6 damage; the game is hilariously lethal.

You can make yourself harder to hit by doing stunts. Running or doing flips while firing reduces the chance to hit you at the cost of penalty to hit the enemy, but that's okay given the generally high chance to hit anyway.

If you can get past the minor eceleb, embed related goes into a great deal about it

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 No.56517

I am basically the "cyberpunk GM" guy in my community. Right now, I am running three different Cyberpunk 2020 games for different groups of friends, and playing another one, so I think I have a very good grasp of the game.

>What was your experience?

It's an absolute fucking blast, but that's despite the rules. Most of it is actually decent and doesn't need that many tweaks, but the parts that do need tweaks need a full revamp. Right now, my Cyberpunk 2020 ruleset is so homebrewed I am pretty much keeping the charsheet (minus health system), implants and gear list, and roll system. Simply put, the rules are "dated", in the sense that back in the day, many P&P RPG were probanly written but not tested well enough. Mechanics are unbalanced, to put it sone way, and resolving attacks is pure fucking autism.

>Is combat typically longer and more complicated than say D&D?

Despite the more complicated rules, combat is usually much faster than D&D, simply because it is way deadlier. Unarmored characters can die in a single handgun shot if they are just slightly unlucky, while armored characters are almost fucking invincible (which means resolving full auto rolls against them is fucking insufferable; we are talking 3 minute long checks and multiple die rolls for a single attack). Simply put, there are not enough incentives to use half of the weapons in the list (very light autopistols are useless, for example; they are also not much cheaper than very heavy autopistols, and even then, the latter are useless most of the time), and if you are playing in some place where open carry is permitted, there is absolutely no reason not to run around everywhere in a Metal Gear with the hardest hitting rifle you can find (because yes, some weapons are just objectively superior to others). They are not even endgame things, just drop some implants and 95% of characters can buy those during chargen. Simply put, the game is not even funny to minmax due to how easy it is to do so except minmaxing Seduction: minmaxing Seduction is fun due to how many Seduction implants there are and the ridiculous modifiers you can reach; I blame this game for my cyborg fetish; the philosophy of the game is "if your players minmax, the GM shall minmax as well" to keep the game hyperlethal, but honestly, I am not fond of having to drop any semblance of plot and character development due to continuous TPK, nor having to walk my pkayers through the lengthy chargen because they can't be assed to read the rules on their own.

tl;dr Cyberpunk 2020 considered unsuitable for lengthy campaigns without going easy mode with your players, or homebrewing the shit out of the system. Also, homebrew the Netrunning system, because Netrunning is insufferable for players who are not Netrunning.

>Is anyone looking forward to the new version coming out?

Fuck yes.

If you have any more questions, just ask.

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 No.56526

>>56517

OP here, sorry for the late reply, hopefully you're still around.

My group and I have been playing d&d for the past year, and I'm more interested in the Sci-Fi p&p games.

I am thinking of trying to run a CP 2020 one shot but my big issue has been figuring out how to balance the game.

Should I let them be badasses, give them like 80 points to play with, and let them run full gear and shit?

And then how hard should I make the enemies? Because I don't want to tpk before they get to the end.

I've also been looking into traveller, but that game seems infinitely more complex that cp.

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 No.56531

>>56526

>I am thinking of trying to run a CP 2020 one shot but my big issue has been figuring out how to balance the game.

Balancing and CP2020 are pretty much an oxymoron. CP2020's most particular trait is you can kill both enemies and players in a single attack, unless you calculate in advance what kind of equipment and stats will your players have and ensure there are not many powerlevel differences between chars (biggest problem by far is social/technical characters don't get to do shit in combat due to how overpowered Solos are and how everything in combat is calibrated for Solos; even Cops suck in combat), or change the focus of the campaign not to favour full frontal combat. If you can calculate in advance averages for enemy rolls (look up https://anydice.com/ for that), you may design encounters so that your characters just take enough damage on average to feel threatened without outright dying, but due to how little margin of error the game leaves (did you receive 8 points of damage in a limb, something even some shitty rusty knives can do? Too bad, you may drop dead right now!). Otherwise, just do a social/stealth adventure, or an adventure where your PC could always get a position of advantage (ambushing, setting up traps, etc) if they think a bit, and then treat combats as a puzzle game, which is pretty fun as well.

Some tips, though:

<Don't let the players use a Nomad, or use Interlock Unlimited (https://datafortress2020.com/InterlockUnlimited.html) rules for them. Whatever you do, DON'T, and I repeat, FUCKING DON'T let them use their minions in combat. You don't want to break combat that much by adding 20 extra NPC to every battle.

<Either ignore netrunning and deck rules for netrunner characters in your one shot, or homebrew some different ones (I can give tips), or don't let them use netrunners, or do a netrunner-only game. Default Netrunning is too fucking slow, and it stops the game for the other players.

<Don't let your players get the heaviest armors and most damaging weapons, unless they have a good reason. Justify it in-game by saying you need specific licenses for that stuff, or that it's illegal for non-security personnel, or something like that.

<You could ignore the previous tip if you treat combat rounds as one second long (ROF and movement divided by 3), use your BODY * 10 as your health pool, and reduce armor SP in order to allow a maximum of 20 SP in the torso for the heaviest armors.

<Put a medtech in the party with speed healing nanomagic or something, because otherwise, wounds take months to heal, and that's not suitable for most one shots.

>Should I let them be badasses, give them like 80 points to play with, and let them run full gear and shit?

If it's a one shot, you may as well let them. I personally use a homebrewed "initiative table" where players order their priorities for their characters (money, stats, class skills, pick up skills…) using some arrays. The table is calibrated to let players go wild with their fantasies while still being slightly restrictive, so you end up with overpowered PC who could still die to a mischievous GM. The downside to this is you can get so many options if you prioritize brouzouf, the chargen can take real long (we are talking maybe 2 hours if your players are inexperienced and lazy, and you have to walk them through all the options; of course, you can always give them sheets you made yourself). If you are interested in the specifics, just ask, but the default chargen can do the trick as well.

>And then how hard should I make the enemies? Because I don't want to tpk before they get to the end.

Some sessions ago, a clumsy gipsy kid managed to almost kill a party member by stabbing him in the head with a small knife in one turn. That's how stupid lethal this game is. After that, they started ambushing every single encounter I gave them, and then they became hyperlethal, killing every single enemy on their surprise round (homebrew mechanic: in vanilla CP2020, ambushes don't always work like that). I don't wanna think what will happen if I ever ambush the players myself.

In another session with another group, a fullborg character almost died to the pilot of a helicopter they managed to crash. The guy happened to be in flames and gravely wounded, but still, he managed to put quite a bit of lead on the fullborg. He lost an arm. Go figure.

Basically, design encounters as a puzzle to solve via ambushes or traps. Otherwise, your players will die. Guaranteed.

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 No.56535

>>56531

All that is super helpful thanks a lot.

I was planning on having a sort of session 0 that's just pure combat with some pregen character sheets I've made. That way the PCs can learn the combat system and I can throw various levels of enemies at them and see what works and doesn't.

But I sort of knew the game was leathal because I watched a "tutorial" that r talsorian games put up on youtube, and if I can remember correctly they mentioned that 1 in 10 rolls results in a player death.

But my plan for the actual session was to have a light car chase, which leads them into setting an ambush, and then the rest was just going to be role play up until they meet the boss.

I was also thinking about postponing everything until next year when the new edition comes out, but then again I'm really antsy to run this thing

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 No.56541

File: 6a4eed7ce38824a⋯.jpg (172.3 KB,800x1000,4:5,rifts game.jpg)

>>56494

nah. ever play RIFTS?

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 No.56544

>>56541

No but that cover looks pretty sweet.

Explain more please

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 No.56545

>>56544

tl;dr

the ley lines exploded and fucking every class you can imagine is here. Incredibly crunchy. Has something for most scales of combat

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 No.56546

>>56545

Sounds schway, I'm going to have to look into it

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 No.56551

>>56541

Shit, in highschool my friends dad had many booksand even got a story published. This game was the shit and had many great long nights driving the GM insane.

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 No.56569

Always wanted to. I have the main book and land of the free, but nobody seems to play anything near me. :(

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 No.56573

Read the books for CP2020 and Delta Green, never adopted the systems due to them not being very easy for new players to grasp, mostly in chargen and combat. That is the trick, even an experienced D&D player is going to take some time to warm to an entirely new system if it isn't easy to learn. Most people learned D&D first edition because they had been used to the autism that came before it and made D&D seem easy.

After trying dozens of systems I came down to one that would work for everything I wanted to run and that was GURPS. Nevermind the /tg/ memes, it has hands down one of the most easy to grasp chargens and utilizes dice that you can find in anyones game cabinet (3d6) without having to break out a bag of polyhedrals like some turbonerd.

Read the books, but use a system you like.

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 No.56598

>>56514

>>56517

>>56541

>>56569

OP here, I know this started as a cp2020 thread, but while since we are talking about other p&p games:

Has anyone played traveler?

Is it good?

How much more complicated is it?

I've heard bad things about t5 but good things about Mongoose is that true?

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