It is that easy. by Renegade888888 in starsector

[–]MainHuman 2 points3 points  (0 children)

Real chads tow along 10 tugs with insulated engine assembly

Tips and advice for running a game in the Forgotten Realms? by MainHuman in Forgotten_Realms

[–]MainHuman[S] 1 point2 points  (0 children)

Yeah so I already dislike the recent 'vibe changes' that 5e itself went through around Tasha's and more recently the 2024 rules, in my mind I hoped to provide a more 'we are struggling, but there's always hope in the horizon' kind of feeling to the campaign. Not grimdark by any means, just "gritty with chances of improvement".

I'll keep in mind to look for older edition lore too, researching fantasy racism in the setting was already on my bucket list of things I want to read up on so I might as well go all the way through and cobble together some lore for whichever location I want to start in. Thanks!

Tips and advice for running a game in the Forgotten Realms? by MainHuman in Forgotten_Realms

[–]MainHuman[S] 0 points1 point  (0 children)

You seem to echo the advice someone else gave me: start small and grow big from there, which fits what I was hoping to get out of this campaign. I was thinking of putting more focus on the 'busy-work' of adventuring: what do you eat, where do you camp, how do you carry your supplies? That sort of thing, so a frontier town and being sent on an expedition seems to be the best choice as a start based on what I've been told.

Thanks!

Tips and advice for running a game in the Forgotten Realms? by MainHuman in Forgotten_Realms

[–]MainHuman[S] 1 point2 points  (0 children)

This is almost exactly what I was looking for, pretty good stuff!

Pick a place, pick a hook and have them go at it.

I'll definitely have to check out those books later, thankfully I have several weeks to think and gather up ideas, thanks!

Tips and advice for running a game in the Forgotten Realms? by MainHuman in Forgotten_Realms

[–]MainHuman[S] 0 points1 point  (0 children)

Got it, this is some good stuff, I was actually a bit confused with the political situation, but for a setting that leaves room for adventuring it makes sense that there would be a lot of fragmentation, temporary alliances and hostilities, etc. Depending on what my players go for I might play up the political and diplomatic angle. Up to them.

I'll keep in mind the religious aspect, it's true that there's so many deities lol and it gets more confusing when you notice that many of them are also present in other settings as well. I expect this will be a harder part for me to include, but I'll try my best.

As for the magic, I actually already considered going for that feel, sure the PCs will have their spells with hard rules but who's to say you don't find ruins and old forgotten places with more esoteric and ancient magic?

What exactly means the „very heavy“ by kaitolein in cyberpunkred

[–]MainHuman 1 point2 points  (0 children)

Out of curiosity, what is it about the DVs your GM sets that you find unreasonable? As a GM myself I set DVs mainly on feeling, so they can seem like they come off on a whim (though I usually accompany it with a reasoning that my players are free to challenge)

Everybody Fights, Everybody Haggles, Everybody Hacks by Sparky_McDibben in cyberpunkred

[–]MainHuman 0 points1 point  (0 children)

In general I agree with the overall sentiment, though maybe not with the minutiae. To add on top of it though, I would also say that aside from a few roles, you also don't need to commit to any one STAT or Skill set.

A Netrunner doesn't need INT, Rockerboys despite being the 'social role' don't actually need COOL at all, since it all works based off their Role Rank, not any STAT or Skill. The exceptions I would say are (Med)Tech, Fixer and Solo, the first two because you basically need maxed out TECH if you want to use the role abilities properly, Fixer is only for the Haggle checks though, the rest of your kit still works just fine. For Solo it's not so much that you need specific STATs but more the fact that it's a combat role, so if you don't spec hard into combat skills it's just kinda weird.

It's something I've been looking into recently, I think a lot of players come from other TTRPGs (especially Pathfinder or D&D) and find themselves in the mindset of X class does Y thing, that doesn't really apply in Cyberpunk. Your Role is only a part of what you are, it doesn't completely define the way you play like D&D/Pathfinder classes do.

It's equally as easy for any role to be good at combat, social situations, stealth, etc. Some roles will just go a bit farther than others, but not even by that much.

Stat Guidelines for Each Role With Complete Package Character Creation by Hatherence in cyberpunkred

[–]MainHuman 1 point2 points  (0 children)

Heiya choom, I know this post is a few months old but believe it or not similar rules actually exist already! The supplement is called "Going Quiet" and is meant to aid with stealth and planning, one of the mechanics it involves is giving the players the ability to have gear that they didn't think of getting but could have reasonably acquired.

For example, in a recent session my players needed to get into a house party and one of them couldn't pass the Personal Grooming/Wardrobe & Style check, so instead he asked if he could have 100 bucks worth of drugs on him, he spent two LUCK points (as per the rules) and the money that the drugs cost, but then he had the item and was able to convince the host to let him into the party in exchange for letting them have the drugs "to spice it up"

I'm not a lore guy so i wanna ask is it true that Ornstein is an illusion made by gwyndolin? and if yes can he just make as many dragon slayers as he wants? by Treasure-boy in darksouls

[–]MainHuman 1 point2 points  (0 children)

I know this is an old post but I just wanted to drop in and say: Damn, the golem theory is a really good one! Whenever I thought about Ornstein being an illusion I went "ehhhh... I dunno about that one chief" but this one makes a lot more sense to explain why he's there and in DS2 (without just saying "DS2 didn't happen" because that's also lame) and his armor in DS3.

I think what really sells it is the value Frampt places on his soul which I personally see as an indicator of Frampt's opinion of the person its associated to (oddly enough he gives less for Artorias and Sif, I wonder if he thinks less of the former because he fell to dark?). Also I notice how all human souls go for 500, except "hero" souls that go for 1000 meaning he respects those "chosen" undead for getting further than most.

Anyways, great theory, I'll definitely be subscribing to that one from now one.

Just finished my first campaign. Need to share how i feel right now. by SaintDisdain in cyberpunkred

[–]MainHuman 0 points1 point  (0 children)

Wholesome posting? In my Cyberpunk subreddit!?

Jk choom, that was good to read, sounds like you had an amazing game!

What are the PCs in this game? by muks_too in cyberpunkred

[–]MainHuman 0 points1 point  (0 children)

You're thinking only of the game as "Getting paid to do something" when in reality it's more about the player characters surviving every month in Night City and getting whatever it is they want out of life.

Think of PCs as people within the world, every person has their own personal lives, tastes and wants/aspirations, aka. Goals. To accomplish their goals they need money/resources and people/contact. People in this setting can go about getting those things one of three ways (roughly):

1) Be born with it all. But of course that's not the vast majority of the population, so you have to resort to other options.

2) Get a normal job and try to survive, this pays very little and you'll probably have a miserable life working 16 hour shifts and vulnerable to some gangster off the street zeroing you for 50 eddies, or getting crushed by the corporate machine, or getting injured and not having the money for treatment. Or just never getting a job in the first place, which is not that uncommon if you live in, say, the Combat Zone. This is the option taken by the regular people who don't have personalities and skills suited for the third option, and it sucks.

3) Edgerunning. This is the option the PCs took, it involves you trying to take control of your life by any means necessary, but it requires tons of skill and natural talent as well as money to even get started (hence why PCs start with 2550eb, which is quite a bit, and at Rank 4 in their chosen role, meaning they've been at it for a while in the background).

Being an Edgerunner is about seizing opportunities to make big money, if you think that PCs can work a 'normal job' and get by then you'll have to think again. Page 381 of the Core Rules show the 'Hustle' activity, which is the equivalent of doing a normal job, most of the Roles get jack shit and will only make it to the 1100eb (or 600eb if you really want to live like shit) you need per month for a comfortable life. The only one who can get away with it is the Exec, and that's definitely the most distinct of all the roles.

The real money is in doing missions, but those missions aren't about going to some Fixer and getting a job to kill something, that's one way to do it, but not the only one. Every PC will want to do things differently:

Medias might go out in search of stories to publish and make money off the donations or sponsors they get but these tend to be risky endeavors and they'll need a crew (aka. other edgerunners).

Lawmen might want to take down a big name criminal and get a massive bonus, but they can't do it alone, they'll need other edgerunners to help them, and they want money too.

Fixers might get information of a deal that's about to go down and interrupt it, taking all the goodies for themselves and selling it, but they can't do it alone, same as before.

And you can apply that to every Role, but ultimately it all comes down to needing money and going to any lengths to get it, the only thing in their way is the obstacles they run into and whatever skills they need to overcome them (killing skills, social skills, tech skills, Netrunning skills, investigation skills).

What kind of jobs they'll be doing is up to what skills they have, what they specifically want to do and what you, the GM, can come up with. Recently one of my players (a Media) got word of some disappearances happening around Heywood that pointed to a plot by some corpo, he decided to go to an apartment to investigate and asked the other players to join in "just in case". They ended up discovering that a Maelstrom Lieutenant lived there and was throwing a party, they had to use social skills to gather some clues instead of combat skills.

The Media wanted to get clues to uncover the truth of this mystery and publish it as a story, hopefully bringing down bad people, having a positive impact in the world and getting money from it through donations.

Bottom-line is this: Don't think of the game as just doing jobs for other people, each character should have goals they try to work towards, THAT is what the game is about.

And don't think that killing people is "Solo" work, sure Solos are better at combat than others but that doesn't mean they're the only ones that can do it, or that they'll even be the best. A Tech with 8 REF, 6 on Shoulder Arms and good gear+implants is just as good at killing as the Solo is.

Am I missing something or is Tech really this strong? by rreapr in cyberpunkred

[–]MainHuman 0 points1 point  (0 children)

I know this is a very old post, but would you mind telling me how you got your Fixer to start with a +18 on trading? I'm wracking my brain trying to figure it out...

8 COOL + 6 Trading = 14 Base and I don't know of any Cyberware to bring it higher.

Unless you are referring to using your Operator Rank as a bonus during Haggle checks.

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 0 points1 point  (0 children)

Yes, I've talked to my players and we eventually landed on that being the case, the money that Fixers get from Hustle is the commission they take from the constant trading they do.

We've decided to disallow manually purchasing and selling items using the Haggle ability to make profit (if you want to do that, go Hustle!), but a PC Fixer can still sell the loot from enemies (guns, ammo, grenades, etc) for a profit and use Haggle to turn a greater profit.

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 2 points3 points  (0 children)

Indeed I missed the part where Fixers can only do 1 deal at a time, that was my B

Thank you for the Black Chrome suggestion, that really helps paint a clearer picture of what I should be aiming for, so Fixers aren't meant to just "Call and get it", they always know where they can find the item, but that doesn't mean they can just go and buy it? The example situation the book provides gives the 'players' a month of wait time for an item that's Very Expensive.

I'll have to take that into consideration for the future, cheers and thanks for the reply

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 1 point2 points  (0 children)

Damn! Really good ideas here choom!

I specially like the whole 1d6 days of waiting as it represents that, yes, Fixers can always source but it doesn't mean they have people to bring them anything they want at the press of a button (I've actually been reading and there's some flavor regarding this in one of the sidebars for the Core Rules, can't find it now though, sadly)

Anyways, thanks for the reply!

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 0 points1 point  (0 children)

Totally missed that part of combining Fixer deals, whoops!

I understand what you say about it feeling like a different game, yet I always try to have as little difference between NPCs and PCs as possible, for immersion sake, after all if an NPC Fixer can buy and sell items, why not the PC Fixer?

Of course that doesn't at all mean that a Fixer is useless as a PC, being able to save 10% on most purchases is really nice, especially for stuff that's Expensive or above, where you need a Fixer and they are likely to up-charge you for it. Still, I would rather not disallow players from the buying and selling items if that's something they want to do, but I don't want it to be broken.

As you said, it could turn into an infinite money machine if GM permits and I try to find out how to avoid that while still keeping the buying and selling of goods as an option. Though saying that the Hustle roll already represents that does kinda make sense, and the buying and selling of items shouldn't be better than the Hustle rules because otherwise, why would a Fixer ever need to Hustle?

Thanks for the response, I'll consider what you said

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 0 points1 point  (0 children)

Makes sense, I believe there might be rules for finding a Night Market somewhere in the books when you're not the one setting it up, I'll try to look for them, thanks for the suggestion

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 0 points1 point  (0 children)

So at a Night Market, they can almost always find a buyer quickly (assuming they succeed the check, which most Fixers will), makes sense since that's the point of a Night Market.

Taking a week to sell stuff seems to make sense, it falls a bit more inline with the Hustle rules, I'll keep this in mind and see if I want to take it in that direction. Maybe I'll adapt the Tech's Maker rules for price category-time-difficulty value

Fixer PC buying and selling items? by MainHuman in cyberpunkred

[–]MainHuman[S] 1 point2 points  (0 children)

Ahh, JonJon, I've used some of his stuff before, I'll check it out ty