>>415608 (cont.)
This makes it seem Cyberpunk 2020 is bullshit. And it is, and it's not even as bullshit as Cyberpunk 2013, but let's take a closer look to rules to see if the encounter should be somewhat harder:
>The difficulty modifiers table says:
<The cops are actually moving into position, so they are not static. That is not relevant for the roll, except one of the cops is actually an ex-military murderborg, and so he has REF 12. A target with REF 12 gets a -4 to hit .
<The cops broke and entered the room by putting some microexplosives in the door. This caused a lot of debris and dust to cloud the air. According to the book, this is a -3 to hit.
<There is not enough light. According to a table outside of the GM screen, this is also a -3 to hit. Yes, I fucking had to check a different page to get this one modifier.
<Ripperjack hasn't slept for two days, and it's taking a toll on his mind and body. This is a -4.
Applying the modifiers above, the total target difficulty would be a 25, except for the ex-military cop, which would have a target difficulty of 29. Ripperjack has a 10% chance (rolling a 10) of hitting the cops. He wouldn't have a chance to hit the special cop. Now, this looks more balanced, but we had to check two different tables for modifier suggestions. Roll20, the "baseline" program for VT, does not even have GM screen functionalities. You have to implement them yourself via shitty notes, or using a different website or program.
>Cops are wearing body armor. In fact, they are wearing helmets with a SP of 12. For each bullet that hits them, you must subtract 12 to the damage dealt. Most of them have BODY 8, which means you will also have to subtract an additional -3 to damage (Body Type Modifier, another table that you have to calculate at character creation), but if you reduce damage to 0 or below using the BTM, you always take at least 1 DMG.
>The murdercop actually has skinweave, which means he is layering armor. There is a table that explains how to add up armor, because they do not just get summed, as that would be too easy. According to this, since the difference between his standard grade armor with SP 12 and his SP 12 skinweave is between 0 and 4, he would have +5 to SP, added to his base +12 SP of the highest armor value he has, for a total of +17 SP. He is also bulkier than the rest, with BODY 14, so that means it is -5 to his BTM (or not, since the exact numbers for BTM are scattered across the manual, and the rules for BODY >10 are ambiguous).
>Let's say the cops manage to take a beating and survive despite the odds. Each bullet that goes through their armor will reduce the SP of their armor by 1. You have to calculate this for each bullet, consecutively. This may sound easy with just 2 bullets, but when you are calculating 20 shots from a full auto rifle, it stops being so funny.
>Woops, Ripperjack has fumbled one of his shots. We have to roll in the fumble table to see what happens. Did you know each weapon has a Reliability rating that gives a modifier to the rolls against this table?
>One of the cops has managed to take cover. It's a small, tactically placed wooden crate full of metal scrap. Let's say this has a SP of 14. According to the rules, you have to check the fucking armor layering table to determine the effective SP of the cover. Let's say the cop taking cover is the murdercop: his new base armor is the crate, so 14, and we have to reapply the 12 of his armor (+5 to that 14, or 19), and then the 12 SP skinweave (which is no longer in the 0 to 4 range of 19, so it now falls in the +4 territory, or 23 effective SP)
>One of the cops decides to activate his Sandevistan. This will give him a boost to his INIT for the following turns. He will probably die earlier, but you have to track that shit.
>You don't fucking want to know how many times you will have to perform divisions if Ripperjack decides to use his armor piercing bullets.
And, despite all of this, the game manages to be very enjoyable, because I happily ignore half of the rules. Because I can't fucking remember them, and because I can't be assed. Still, all of these rules make sense, and thus, it would be nice to apply them, but no human can do it in a timely manner. Which is why automating them would be neat. I would also like to add the autism above was written before the authors even imagined VT, so they definitely thought they were making a tabletop RPG and not a videogame.
>hurr Cyberpunk 2020 is just a shit game
A not so blatant, but still good example, is oWoD's roll system. I remember it took me around 20 seconds to check the result of a roll of 8 dice. And I wasn't even maxed out. Don't even want to imagine how it is to play Exalted in paper.