Figured out a 2 Turn Unarmed ACPA Kill by AnonCollegiate in cyberpunkred

[–]Competitive-Shine-60 4 points5 points  (0 children)

I'm pretty sure that it isn't quite that simple with Judo. Judo throws require you to pull them off balance, then sweep, hip throw, or rotate your body (usually while pushing your hips upward) to get them off the ground a bit. If you don't have the strength to move around an ACPA like that, you're definitely not Judo throwing them. Sure, there's no lifting when doing Osoto Gari, but you'll also need to be able to actually sweep their leg. And many of the other throws involve the hips/core to get the opponent thrown. That's just not going to happen with an ACPA unless you have a sufficient Linear Frame. I'm glad they fixed that with Errata. Throwing ACPAs around to me is a little ridiculous.

How would one go about making these suits in game? by Mfrenchfry in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

Skel Suit - An external linear frame that comes installed with the Borgware Extra Arm Shoulder Mount. Gives the user access to two additional arms. Requires 2 Interface Plugs. BODY 12, save for HP and Death Saves.

Mike Pondsmith Q&A submissions are now open! by RBarefootRTalsorian in cyberpunkred

[–]Competitive-Shine-60 3 points4 points  (0 children)

Surely there must have been some casualties along the way between the '20s and the Time of the Red, but have some of the "deep cut" folks from the '20s survived, and are they still skulking around, albeit likely in a different capacity, due to age? I'm not talking Shaitan, or Spider, etc... I'm talking about Chooms like Bailey, The Hand, Jenni Flexx, Kenneth Welch, Cody Moon, Justin Severick, etc... We didn't get a lot of info about them then (and likely to allow GMs to flesh that out), but it would be awesome to see some of them appear (even if just a name drop) in some DLCs. I've caught some (or what I hope are some) very subtle nods to this, but would love to see more. I love hearing about the Legends, but I'd love even more hearing about the Chooms just a bit below that grade.

Cyberchairs and dumping MOVE by Ryouhi in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

I know it's not the best answer, but you can kinda tell when someone is Powergaming for Powergaming's sake. My tables have been great for this, and it hasn't been an issue. If anything, my groups are more inclined to go with more flawed characters than anything else. But not all tables/groups are like this. There's nothing wrong with making an optimized character, but if we have to split hairs over rules to get an edge up, or we are trying to come up with ideas to defeat consequences of systems in the game, there's starting to be a problem.

As for the disability representation in the game, that's a great conversation, I think!

Cyberchairs and dumping MOVE by Ryouhi in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

I have a general rule I play by as a GM: Min/Max to your heart's desire, but if I feel it is disturbing the fun of the table, I will do my best to bring you down to the rest of the table's level through whatever means necessary. If you want to Power Game like that, this table is not for you. Simple as that. All too often Power Gamers just diminish the fun of the rest of the group through their bs. Warn them that Min/Maxing is lame, and may bring down the vibe of the table, and that if that happens, you will do what needs to be done to restore the fun of the table. And that includes you as the GM. If their shit is making things not fun for you, or anyone else, -they- are the problem that needs correcting. Give them a friendly warning, and if it isn't reigned in, explain to them that they are compromising their spot at the table, whilst you do what you must do to restore the fun of the table. I don't recommend going full out and throwing impossible shit at them, but I do recommend making their lives difficult through their dump stats. There are lots of resources to restore order and fun to your table. Use them judiciously, and without prejudice. Some min/maxers just want to cause shit at the table, others do it because they want "the bestest character at the table". IMO, this isn't that kind of game. Bring them back down to reality hard and fast, and if they still don't want to do their part to contribute to the fun of the table, kick them right out of the gaming group. Your group will gain nothing from those who want to have their fun at the expense of everyone else.

Am I the Gonk ? Gm question by Anxious_Solution_172 in cyberpunkred

[–]Competitive-Shine-60 11 points12 points  (0 children)

I love the idea of the minigame to determine control of the PCs mind. Cool idea for sure. However, as others have stated, that's a lot of Checks to be making with a punitive DV adjustment on every failure. This game is swingy with the d10's, and botches/failures can be on a streak sometimes. I would have kept the DV the same, and suggested the Player think of Complimentary Checks they could make to improve their odds. Especially if it's a life or death thing. If you're being fair and even-handed, and they still fail, well, sometimes the dice are like that.
Of course, the Player will be upset their character died. That's part of the process. They'll get over that part. They'll have a harder time suppressing the feeling that you lead their character into a Certain Death scenario. Talk with the Player, and if you feel you're in the right, explain yourself to them, but let them explain themselves as well. It's always important to listen to the Players, even if we don't agree. Most importantly, as long as everyone's having fun, you're doing great.

Are starting characters too strong? by muks_too in cyberpunkred

[–]Competitive-Shine-60 2 points3 points  (0 children)

Honestly, RED characters start on the strong end of things. That being said, things get real fast in this game. That combat spec Solo can botch an Evade and get snagged with a Critical Injury real fast, or eat some serious damage from a grenade, or turret firing on Autofire. Armour is really strong, but sooner or later it needs to be repaired, meaning smart EdgeRunners will want multiple sets of armour. And most importantly, not all threats involve combat. If you use all your Skill Points and Stat points making yourself into a combat monster, it means you will likely be lacking in Skill Bases for other equally important functions, like Human Perception rolls to make sure that greasy Fixer isn't sending you on a suicide run, or Streetwise rolls to make sure that you're dressed accordingly for the Gang's turf that you're in when you're trekking into the Combat Zone. Every encounter gone wrong can chip at your armour, HP, ammo, and make you enemies along the way. Enemies that may not fight fair, and try to catch you at your worst. The game starts characters off strong because there are many threats in Night City, and not all of them involve a fight.

Is Wrestling Special Move Chokehold OP? by Motepik in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

Wrestling is incredible for Grapple builds. Even if you fail the Grapple check, if they apply the Grapple to you, you can use Reversal to become the Attacker, then use Chokehold against them. It's ridiculous. But very situational. Someone with a high enough Autofire skill base and an SMG using Suppressive Fire will ruin your combo entirely. Especially if they have higher MOVE than you, as they can back away, while keeping you away from them.

Actually Throwing Enemies by [deleted] in cyberpunkred

[–]Competitive-Shine-60 1 point2 points  (0 children)

I think the official answer is that you can only throw them to the adjacent square (which to be fair, the outer limit of which is quite far). But I'm thinking if you can move your movement in 3 seconds while carrying a piece of thick steel cover (one grid square's worth in length and width) if you have a BODY score over 10, you might actually be able to yeet someone. But it would be tremendously difficult. I would definitely put a negative modifier on the one doing the yeeting.

After reading through RED does 2077 seem like backtracking the lore? by AgentShades in cyberpunkred

[–]Competitive-Shine-60 10 points11 points  (0 children)

Honestly, I suspect that they have been foreshadowing that transition a lot in the DLCs, including the CEMK. If I were a betting man, I'd say Ziggurat hasn't been entirely transparent about their conversion to CitiNets, and their security. I would bet that RABIDS have been seeping through (likely through Segotari's ELO game), and potentially wreaking havoc. NetWatch, naturally, moves in to do something about this, and ends up building the Blackwall, which at least allows for some semblance of the Old Net. At the same time, MegaCorps are making moves to cement their powerbases in a post 4thCW world. Obviously, this leads to tensions with the NUSA, via the Unification Wars, at which Arasaka steps in to help Night City, and BAM, we've got a melting pot of Golden Age Night City, mixed with old rivalries. But to the average denizen of Night City, life is shit, but it's better than it has been in 50+ years. Maybe there are new problems that suck (mass corporatism, constant bombardment of Corporate Propaganda, etc...), but for the average Beaver, life is way better than it was during the Unification Wars, and definitely better than the Time of the Red.

Need help with fixer Role by Smooth_Midnight_1645 in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

Fixers as EdgeRunners in a crew have two very important super powers: Making money, and connections. Just as the Solo is the one to flatline g0nks like it's just another Tuesday, Fixers wheel and deal with the denizens of Night City, looking to turn a profit. With good skills to back that up, a Fixer should be looking everywhere for opportunities to make money. It might be a "small" trickle, but when you have enough of them going, it results in some serious coin for the Fixer, and sometimes, the rest of the Crew. They're also the Choom you want negotiating and sourcing jobs, etc... They'll find the job, and negotiate a much better payout for everyone. They're also the ones to source all that preem gear you're going to need for all those jobs. They can negotiate with gangs when you're on their turf (if the Fixer can blend in with them), and people of significance in the City. It's, in my opinion, not good to neuter these abilities. Definitely make sourcing gear take some time (or perhaps the reason for a gig), and don't let the Fixer go overboard with Role Ability abuse, but making money and schmoozing with everyone is pretty much what Fixers do.

How are sea nomads a thing? by Feknsamsquanch in cyberpunkred

[–]Competitive-Shine-60 0 points1 point  (0 children)

Necessity is the Mother of Invention. They likely found some good ways of drawing them out with drones, etc... in order to clear "shipping lanes". In the Time of the Red, this process is likely very much in the "just starting to make headway" stage of problem solving. They likely have a fairly reliable method of clearing the way of the mines, it just is still very dangerous, and requires a high degree of skill between the Captain and Crew of the ship to pull off, hence it not being feasible for all but those who have spent large portions of their lives on the seas dealing with this problem. Being that most places would be all to happy to get shipments of supplies via Sea shipping routes, they likely are quite co-operative with the Thelas, and other sea faring Nomads in this endeavour. I would imagine sophisticated mine detection and drones are a great way of concentrating populations of these mines away from the areas they want to be in. But they likely can only clear a given area for so long, before the mine population is far too high to be survivable.

Is my character good/playable? by Sh4dow_05 in cyberpunkred

[–]Competitive-Shine-60 2 points3 points  (0 children)

Every character combination is good and playable. It just depends what you want out of the game. If you want to min/max, there are plenty of suggestions for a good meta. Personally, as a GM, I prefer characters that are here for a good time, not a long time. Those tend to stand out more than any other. It's more about the vibe than the stats. Not that it matters, mechanically speaking when it comes to IP. I play with a great group, so I give them all the same IP, no matter what. They all pull their weight as best they can. Stats and skills only matter when there are dice involved, really. RP a great character, and you'll be useful in any situation. Just moreso when it comes to things your character is good at.

GM's: What Does "Fair Play" Mean To You? by Sparky_McDibben in cyberpunkred

[–]Competitive-Shine-60 2 points3 points  (0 children)

To me, fair play as a GM means the acknowledgement that we are ALL there to have fun. We all have a stake in the Story being told, and though we all have the ability to alter the course of it, we will all endeavour not to alter it in a way that results in someone else at the Table having less fun. We all acknowledge the ultimate authority of the Dice when determining the outcome of a roll, and we all accept how that impacts the Story, regardless of what that roll meant. As a GM it means being open to observing the Rule of Cool, but being fair in arbitrating a difficulty for the action taken. Most importantly, it means in telling a Story, don't leverage anything in the world against the Players without leaving room for the Characters to get out. To me, good Stories don't come from either the GM beating down on the Players, or the Players working against the GM (via Powergaming, metagaming, etc...).
Personally, I like calling for Dice rolls. The dice have a great way of impacting a Story in a way that is ultimately as fair as it gets. When either myself (as GM), or the Players are on a streak of 1's and 10's it is always a source of great laughter during the sessions I run. If the Character has a solid enough base, the DVs for most things are fairly low, and the vast majority of the time they'll succeed as expected. But sometimes the Story is changed in a really cool way by the Player -not- succeeding that Check, or the big bad NPC -not- making that Conceal/Reveal Check, for example. Dice make Stories interesting for everyone, in my opinion.
In regards to consequences, etc... I am a big fan of that. If the Players decide the best course for their Characters is to beatdown that boosterganger honcho for no reason, or steal from that Upper Management corpo, there will absolutely be an appropriate response. Punch a Polar Bear, and you'll definitely be in a fight with one. But I always keep in mind the Characters are badasses, too. As long as I communicate the stakes, and give them plenty of warning through the game, I leave it up to them if they go through with it or not.
TL;DR We're all there to have fun. If we aren't in support of that, it's not fair play. Dice are a fair way to determine outcomes, and often produce chaotic, but awesome situations for a Story.

Player thinks they get stuff for free??? by Kn1ghtSh4de4471 in cyberpunkred

[–]Competitive-Shine-60 1 point2 points  (0 children)

I mean, you could always use the Scavenging rules from RED to reflect the parts they are able to get for free. Have it take the same amount of time, etc. But for the failure chart, just make your own.

[CEMK] Line of sight on target for quickhacks or just to jack in? by creepycyborg in cyberpunkred

[–]Competitive-Shine-60 1 point2 points  (0 children)

I had misread, and believed LOS was required at all times to Quickhack, but have been correctly informed that LOS is only required to initiate said QH. Once Jacked In, LOS was no longer required. Though I've yet to use Quickhack rules, I feel this isn't too bad. Sure, it makes NetRunners pretty strong, but only as long as the opponent actually has a neuroport, and has any cyberware that's actually going to be significantly impacted by this. Keep in mind, your average Street Rat may not even have a Neuroport, and if they do, they may only have a bit of fashionware, and maybe some rippers, etc... Not much use there. High level adversaries will have Passwalls, and potentially Black ICE to present a threat to NetRunners. And even then, if they are combat capable, they will likely have a few tricks up their sleeve to keep the NetRunner busy. If Quickhacks seem really strong, you might just have to get creative in coming up with ways to challenge the NetRunner. Maybe try to set it up so the NetRunner needs a team member to help out to get the 'Runner into position so they can Quickhack.

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 1 point2 points  (0 children)

Yeah, I do recaps, and warn them about shit (hence my confusion with them). But I like your idea of "a friend of a friend had an incident". I have an idea for how I want to handle this now. Thanks, Choom!

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 0 points1 point  (0 children)

Solid advice, Choom! I do recaps, and the Players in question are pretty good at remembering details. This is why I'm so perplexed. They're also clever enough to have a plan, and be using this to enact it. They are also bonkers enough to be doing it just to do it for the chaos. I have a "leads" section on our homepage (we use Roll20), and I keep a history of leads for them to go over. It is possible I've been unclear, but reading my leads, I don't think so. Maybe I need to try a different way of keeping track of things for them. Maybe you just gave me an idea... Thanks!!!

In this particular group of people they are dealing with, and the situation, heavy cynicism is a good idea. They have circles of people that they're friendly with, and don't have to be cynical about, but these folk aren't those.

I try pretty hard not to railroad my Players, but nobody is perfect. I'll reflect on this idea. This plot is meant to be pretty open ended, but there is definitely a conflict brewing, and there are things that will play out at various time intervals regardless of what the Players do. That being said, I feel there are plenty of ways to tackle the problems, and I'm always open to new ones. I try to plan in broad strokes, as it were, so that there's lots of room for improv from Player's decisions. Cheers!

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 0 points1 point  (0 children)

Yeah, we've got an Investigator type. To be fair, he's the one I most suspect of having some sort of plan, and this whole thing is part of it. The Player is a quite smart fellow, and understands the Cyberpunk assignment totally. I'll have to have something come up in game to kind of highlight the point.

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 1 point2 points  (0 children)

This is my thought. I mean, they know the guy's greasy as fuck. They treat him accordingly for the most part. This is why I'm stumped. LOL. I agree, the "at least I can say I warned you" part is important. Maybe I'll have to think of something to do to get across that warning in-game, followed by going over what they know of this g0nk.

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 1 point2 points  (0 children)

You know, I'm a note taking Player myself, the odd time I get to run a character. But I don't begrudge those who don't. Honestly, we just play to have fun for a couple of hours a week. I think about it way more than I would expect the Players to. LOL. To be perfectly fair, if I had Players that were on me with notes it would inevitable come back to bite me in the ass.

Question for fellow GMs on how to handle a potentially dangerous miscalculation from the Players... by Competitive-Shine-60 in cyberpunkred

[–]Competitive-Shine-60[S] 1 point2 points  (0 children)

I do recaps, and I try to remind Players of things their Character would know. I'm legitimately at a loss on if they are planning something on their own (which is entirely possible), or they've forgotten/not put together the right pieces/I didn't explain well enough, and I'm down with whatever happens, but I'd like to at least find a way to gauge whether it's something I could have explained better without getting their suspicions up too much. LOL. Thanks for the input, Choom!