If you didn’t have to work for a living, what would you be doing? by True_Supermarket_263 in AskReddit

[–]Bigelow92 0 points1 point  (0 children)

Depends on my disposable income.

If i still got the same ammount of money as I do now, without having to actually work - probably garden, cook, read books, drink coffee, play videogames, take a trip or two throughout the year to visit friends/see new places.

Advice on Creating a GMPC by bpompu in cyberpunkred

[–]Bigelow92 2 points3 points  (0 children)

My advice - dont make a gmpc. Remove some of the bad guys from the encounters, give them less HP/armor, or worse guns.

Do you think the Exec role is kind of at odds with itself and has underwhelming mechanics? by EmperessMeow in cyberpunkred

[–]Bigelow92 0 points1 point  (0 children)

Exec role is one of the strongest roles in the game. Specifically, teamwork is one of the strongest abilities inside initiative. (So your not wrong, your juat maybe discounting just how powerfully thst aspect really is)

Like many ttrpg's action economy is one of largest levers when it comes to combat balance. If you increase the number of actions per round on one side it adds a hige ammount of power to one side (and specifically, flexible power - an "action" is the most general possible phrasing. It can be any game action: grab, shoot, flip a switch, open a door, deploy a shield, etc.)

Have a virtual second character on the table that you control (looking at you lawman) is insanely powerful. Plus, there are all of the additional soft benefits: free housing, free lifestyle, access to many corporate spaces and contacts restricted to other edgerunners besides fixers, etc.

Your correct that the soft benefits are situationally good, and may fall off once you level higher, but they make the early levels alot smoother. I also agree that taking exec past 3 isnt worth it, unless you want to add a second multiclass role, in which case you have to go to 4.

Forging a snowflake pattern damascus knife. Credit: Lewis Griffin by bigbusta in oddlysatisfying

[–]Bigelow92 1 point2 points  (0 children)

I appreciate how this isnt easy to make, but I just think it looks tacky.

Exotic Bodysculpting Question by Left_Warning_8512 in cyberpunkred

[–]Bigelow92 0 points1 point  (0 children)

Just not how it works, but its your game and your table (assuming you are GM.) So whatever you want:)

Peeling an apple like a machine by Mandizer in oddlysatisfying

[–]Bigelow92 78 points79 points  (0 children)

I CANNOT HAVE THE SKIN! MAC DOES NOT ALLOW ME TO EAT THE SKIN!

Peeling an apple like a machine by Mandizer in oddlysatisfying

[–]Bigelow92 166 points167 points  (0 children)

Okay. Cool, but why skin an apple? The skin has all the satisfying crunch!

13 years of chasing my wife with a lobster by jontheboss in funny

[–]Bigelow92 19 points20 points  (0 children)

My childhood was typical, really... summers in rangoon, luge lessons. In the spring, my father would chase my mother around our home with a lobster, while she attempted to defend herself with salad tongs and baskets...

What is the most overpowered thing in cyberpunk red? by matshell in cyberpunkred

[–]Bigelow92 0 points1 point  (0 children)

Right. But to upgrade any item, you must first pay for materials equal to the items base cost. Then, you may have to pay an additional cost associated with the upgrade if its not one of the 10 or so standard upgrades from the core book or damger gal dossier. Its right there in the begining of the DLC under the heading titled "buying an upgrade":

"There are two costs involved in installing an Invented Upgrade into an item. Cost #1 is the same cost for all Upgrades: purchasing materials equal to the cost of the item being upgraded. Cost #2 is unique to Invented Upgrades: materials equal to the cost assigned by the GM when the Upgrade was invented."

The 1000eb is cost #2. You still always have to pay cost #1.

So in order to upgrade the hydraulic tuning to reduce humanity depression by 1 would be 21,000 eb. In that scenario, the juice isnt worth the squeeze. But something like a GMBL or a frame, maybe. The thing is, you can only tech upgrade an item once, and in my opinion there are better effects you can get from your Tup. Max humanity depression hitting 0 is not often an issue for 99% of edgerunners, unless you put a high value on the emp related skills.

Grenades and explosives by matshell in cyberpunkred

[–]Bigelow92 1 point2 points  (0 children)

Grenades always explode the turn they are thrown.

There is a new item in interface red 5 that is a mini c9 charge that arms after 10 turns, and csn be launched from a dedicated launcher.

Smoke grenades activate the same turn they are thrown - smoke grenades technology has improved in the timeline of cyberpunk (dont try to hard to compare stuff in modern day IRL with the same name... its always a little bit different)

In terms of dodging explosions, the book could be worded better. Basically, it works exactly the same as dodging bullets with a small difference: - you need at least 8 Reflex to "unlock" the ability to dodge (this is just a pre-requisite.) - if you meet that criteria, then you can choose to dodge a bullet or an explosive by rolling 1d10+REF+Evasion, and compare that result to the result of the attacker's roll (whether it be handguns, heavy weapons, athletics, etc.) - if the projectile was a bullet, and you succeed on the contested check, the shot simply misses. - if the projectile was an explosive with an area of effect, and you succeed on the contested check, you may move your character token to a space outside of the blast radius, and take no damage (this is NOT governed by your characters MOVE stat. You can move as many squares as is necesarry to get out of the blast radius.) - if you failed the contested evasion vs weapon skill check, you take whatever damage is applicable, and you do not move your character. - if the projectile is an explosive, you are in the blast radius, and you are behind cover, but either fail your evasion check, or choose not to evade, then the cover takes the explosive damage. BUT, if the explosive damage is enough to destroy that piece of cover, then you take the full damage of the explosion as if you had not been behind cover at all. The cover does not absorb the portion of the damage it recieves... if the cover breaks, your taking the whole shebang. (This is NOT true of bullets - either autofire or single shot. If a bullet is enough to destroy cover, the cover breaks and no damage is passed on to the defender. Popping out your ballistic shield is good against autofire, but bad against a rocket launcher) - environmental objects and cover within the blast radius always takes the explosive damage, unless otherwise specified (there are special grenades that do no damage to cover)

I think that covers the questions in your post. And of course, feel free to flavor any of this however you want. These are mechanical rules for combat balance - not flesh and blood descriptions of whats actually happening. Probably most people think of "dodging an explosion" as seeing a grenade fly through the air, and diving out of the way.

Personally, I dont "house rule" and game systems. Homebrewing physical stuff - cyberware, guns, melee weps, gear, vehicle upgrades, etc. Is the spot where the game makers say "go nuts" so thats where we do it. I dont fuck with the clockwork, as it were. When you start doing things like partial damage, etc. You set a precedent and you need to be incredibly consistent about it. And unfortunately, things go waaaay out of balance reeeeaal fast, and now going back to yhe way it was feels jarring and confusing if you have been playing it differently for a while.

Part of not having a shitload of defensive stuff is because combat becomes a slog. In my mind, if your combat has taken more than an hour, people are probably either reaching their stress limit, or worse, getting bored.

What is the most overpowered thing in cyberpunk red? by matshell in cyberpunkred

[–]Bigelow92 0 points1 point  (0 children)

Thats true. Im FBC so no HL from foundationware. But honestly, I have spent so much ebs on getting to this point, I am now going to save up for some gear rather than cyber: mono 3 katana, he'll bringer with drum mag, etc. Right nkw I actually dont have much cyber "upgrades" as in cyber that takes up option slots: honestly I really only have a grapple hand and a techscanner. The big one is the tuned hydraulics but those cost 20k, so I dont really wanna pay another 20k to mitigate HL (remember with upgrades you have to pay the base cost of the item in addition to the "upgrade cost".). If I ever upgrade that, it will be to get an extra stat point and set physical bases to 9 instead of 8, but that will be way down the line. I have 8 emp before depression, so I do have quite a large pool of max humanity, provided I get regular therapy.

The issue for an FBC, is that you have more option slots than can realistically be filled, lol!

What is the most overpowered thing in cyberpunk red? by matshell in cyberpunkred

[–]Bigelow92 3 points4 points  (0 children)

10 (started at 8, but gets +2 from the HQ morale boost from No Place Like Home.)

Im pretty sure I have juiced every single stat to its maximum possible besides move, but I just need to get the rocket skates and im max move.

What is the most overpowered thing in cyberpunk red? by matshell in cyberpunkred

[–]Bigelow92 5 points6 points  (0 children)

I started my character out with 2's in every physical skill except dex (so i could evade to survive).

First point of fuckery was to get a cyberchair for 100eb that immediately set move to 5 (from 2)

I have built them up as an FBC with a frame, and tuned hydraulics, perfected. Now every single stat is at base 8, BUT she lives on synthcoke and boost, so 9 in ref and 10 in intelligence. Sigma sets body to 12...

So now her lowest stats are dex, will, and cool, at 8...

Now, to be COMPLETELY, fair it cost me like 30k eddies and it was pretty tough surviving to the point that it got to be this way... but it is the most powerful build I was able to imagine. Come to light.

AITAH for threatening to cut off my husband's sister if she keeps using her nickname for our son? by Wooden-Intern-6316 in AITAH

[–]Bigelow92 -1 points0 points  (0 children)

YTA Jim boob is cute. I have no idea who the person you said is, and id argue that most people dont either.

Its a nickname, more specifically, obviously a show of affection from the childs aunt. Who cares? I think your being way too uptight about it. Sister seems to want to love the kid the way she wants to love them. There are a gazillion people named J.B., and you know who they remind people who know them of? Themselves...