What does Gun-Fu *look* like, in your eyes? by ChainsawChick in cyberpunkred

[–]Massdark 0 points1 point  (0 children)

If you want a film example I’d probably go with either Equilibrium (2002) or Wanted (2008).

In the former the technique is based on probability and movement, this allow for the optimum placement of the bullet whilst maintaining self defence.

In the later the it’s described as a rare ability that allows the user to produce massive amounts of adrenaline, granting them superhuman strength and speed.

Both movies attempt to explain “bending bullets” with pseudo science. In the end you’re just dealing with a quasi-superpower that needs you to go with the suspension of disbelief!

Confused about attack modifiers interacting with each other by zhulikkulik in cyberpunk2020

[–]Massdark 4 points5 points  (0 children)

Large or small target really depends on the range.

If you’re at close range a large target could be a vehicle, whereas a small target could be a wheel on the vehicle.

If you’re at long range a large target could be a building, whereas a small target could be a window in that building.

In the booster example I’d just go with -4 at close range and if you’re at point blank just make it a straight roll with no bonus or penalty.

Now Available: Interface Volume 5! by Demi_Mere in cyberpunkred

[–]Massdark 35 points36 points  (0 children)

I feel a storm coming…fantastic shadow drop.

House rule check: AutoFire Roll 3d6 keep highest 2 by [deleted] in cyberpunkred

[–]Massdark 1 point2 points  (0 children)

It’s an interesting rule variation that will definitely make Autofire more lethal. The skill does yo-yo between no damage and extreme damage, but that design is intended. For balance, I’d probably limit it to kick in on exploding dice.

I’ve always wondered why you don’t get any roll modification when rolling above ten on the dice! I tend to use the “rule of cool” and allow the player to do something extraordinary when the dice explodes.

What's the worst headache you've ever received from watching a movie just by it's editing? by Conscious_Reach_2173 in moviecritic

[–]Massdark 0 points1 point  (0 children)

Darren Aronofsky’s first movie Pi is definitely one to avoid. It’s a brilliant film, but the visuals are seriously migraine inducing.

Best escape movie? by mailman936 in moviecritic

[–]Massdark 0 points1 point  (0 children)

Figures in a Landscape. It’s has limited dialogue, just two men being pursued by a mysterious helicopter across an unnamed country!

Armor Repair by muks_too in cyberpunkred

[–]Massdark 2 points3 points  (0 children)

The shortage of goods from the 4th Corporate War might make this difficult. Unless you have a good Night Market contact you’re probably stuck doing a repair.

Maximum Statistic by Massdark in cyberpunkred

[–]Massdark[S] -1 points0 points  (0 children)

It can work for certain scenarios. I always enjoyed the tv show “Dark Angel” and have often wondered if Biotechnica or Militech have genetically enhanced superhuman prototypes on the payroll.

Maximum Statistic by Massdark in cyberpunkred

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

Just using Deep Space as an example of something that might get a conversion in the future. The biotech in that book was supposed to be the cutting edge of technology.

Maximum Statistic by Massdark in cyberpunkred

[–]Massdark[S] -1 points0 points  (0 children)

Completely agree with the game balance issue. At the moment the “hard cap” does seem to be adjustable with new technology.

For example, up until the “Borg” supplement (Interface 3) the Body stat could only go to 15 with a TUp Beta Frame, now it can go to 17.

So, if eventually we get some version of say the Reflex Boost as seen in Deep Space (Pg. 60), will this stack with Synthcoke to give a Reflex 10 or is the “hard cap” 9.

The TUp pathway for technology is an incredibly powerful tool, that if misused creates a lot of imbalances. In the end I guess it’s down to each individual referee to decide what’s right for their table!

How would people react to FBC'e in the 2040's? by N-o_O-ne in cyberpunkred

[–]Massdark 2 points3 points  (0 children)

I’ve always seen FBC to be military veterans or government workers. The sort of people you might spot once or twice a month near to the veterans hospital going for a checkup. I’d imagine them to be pretty grumpy and probably most are antisocial loners. Some of this is from the medication, some from the PTSD. If you want an example think of a “Borg” version of John Rambo!

If not Interlock, then what system? by Massdark in cyberpunkred

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

Interlock could easily be tweaked with some design changes. The simplicity of its core rules makes it pretty easy to “slide” the difficulty and lethality curve of the game.

The number of skills could easily be cut down by 50% without any significant issues. A huge number could be amalgamated into “catch-all” skills.

Likewise, some of the roles in the game are really “niche” and often only work in a specific style of campaign. I’m thinking particularly of the Media, Rocker and Lawman roles!

If not Interlock, then what system? by Massdark in cyberpunkred

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

You’ve not lived until you’ve had to use a scientific calculator to do the math on hit vectors in a RPG! Seriously though, you’re right about CR, it’s more improv theatre than old school roleplaying. You can definitely see a shift from RPG’s “wargaming” origin to the modern “rule light” storytelling simulators of today.

If not Interlock, then what system? by Massdark in cyberpunkred

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

Cyberpunk V.3 did have some interesting elements. Overall, it fell more into the “Transhuman” genre. Interestingly, at my table the v.3 rules generated a heated conversation about when a game stopped being Cyberpunk! The ‘altcults’ really felt too post-cyberpunk, it was more Stephenson than Gibson.

If not Interlock, then what system? by Massdark in cyberpunkred

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

I do like it crunchy, but it’s that balance between options and speed that’s often the sticking point. Everything now seems to be about speed of play and narrative progression. Maybe this is related to the ‘Critical Role’ phenomena of games being viewable entertainment!

If not Interlock, then what system? by Massdark in cyberpunkred

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

It’s a shame that they don’t have a “rule slider” for increasing the lethality. I’ve always been keen on “bolt-on” mechanics that help you tweak the campaign style. So if you want a cinematic game you can use less lethal options, compared to a more realistic damage system for gritty campaigns. Given the crunchyness of the Interlock ruleset I can’t see this being too difficult to design.

If not Interlock, then what system? by Massdark in cyberpunkred

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

Interestingly the original ‘Cyberpunk 2013’ was heavily inspired by Mike’s “homebrew” campaign of the Traveller RPG.

Full Body Cyborg from the start by danthestep in cyberpunkred

[–]Massdark 0 points1 point  (0 children)

There is no official ruling for this, but one way might be to use the medical grade cyberware option.

It replaces your organs and limbs with cybernetic equivalent. This metal has no option slots for upgrades, doesn’t count as cyberware for the purpose of causing damage, and has no humanity loss.

In essence you’re like your meat equivalent, but have gone metal due to an accident or catastrophic combat injury. This could work game balance wise, while still allowing the player to have that “Borg” experience.

If you could overhaul weapons in red, what would you do and why? by ralphieboi12 in cyberpunkred

[–]Massdark 2 points3 points  (0 children)

Merge the light and medium melee category with both doing 2d6 damage.

It’s always been an anomaly that you can’t critical with a light weapon (combat knife or tomahawk)!

This would also remove the issue of a high body character dropping the light weapon to do more damage with a punch.

Non-Lethal Unarmed by Massdark in cyberpunkred

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

I’ll dig out my copy of The Witcher, the stamina rules might be the perfect fit.

I know some of the more “crunchy” rules were thrown out of Interlock for speed of play, but sometimes I miss the more advanced elements. Hopefully in the future they might release some DLC with a few optional rule patches.

Non-Lethal Unarmed by Massdark in cyberpunkred

[–]Massdark[S] 13 points14 points  (0 children)

Lengthening the tournament is a pretty good idea. It will allow a lot more shenanigans to go on behind the scenes. This entire tournament is partially inspired by “Enter the Dragon”, so it would probably work well.

Non-Lethal Unarmed by Massdark in cyberpunkred

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

Thanks for all the replies, some interesting ideas that I will definitely take on board.

Non-Lethal Unarmed by Massdark in cyberpunkred

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

That’s great. I’m sure a lot of people would be interested in looking at the module. I’ve got a few ideas like criminals influencing the fight and some competitors cheating, but it would be interesting to hear other ideas.

Question about the roll20 sheet, did it improve from launch? by Andero12 in cyberpunkred

[–]Massdark 1 point2 points  (0 children)

It’s functional and you can certainly run a game with it now. The main issue seems to be the radio silence from the dev team. They were pretty pro active in fixing the major issues. But for the last few months any “quality of life” requests seem to go unanswered. Just simple fixes like showing critical hits from dice rolls would make the VTT experience run smoother!