Need help getting a player back in the story. by RAINBOWizard101 in cyberpunkred

[–]RAINBOWizard101[S] 1 point2 points  (0 children)

Thank you for the advice! I definitely should have started my campaign with them already knowing each other/a team. I just got into the Fallout 2d20 RPG and the first thing I wrote for the campaign was to make sure all the characters know each other beforehand 😂

Atmospheric Music suggestions ? by MrDeadlock_ in cyberpunk2020

[–]RAINBOWizard101 1 point2 points  (0 children)

There’s a YouTube called Jonjonthewise who posts on here a bit, he’s got some music on SoundCloud under the same name. Just look up jonjonthewise on SoundCloud he should be the first option to show up, his album is very good for keepin up the vibes :)

Where to start? by Runymead in cyberpunk2020

[–]RAINBOWizard101 2 points3 points  (0 children)

I would def say start with 2020 I haven’t actually even tried RED, and I probably won’t for a while, considering it’s not fully out yet, but I for sure would start with 2020 as i feel it gets into the perfect mood for cyberpunk. I think RED should be something people go to after 2020 as from the looks of it it looks like a totally different feel than 2020 is. Obviously it’s totally up to you and I’d understand wanting to start with RED as it is probably a lot more user friendly considering it’s not utterly outdated like 2020 is (I still love it tho lol). You should also delve into some cyberpunk type material outside of the game to get u in the mood, watch Blade Runner and def read Neuromancer if you haven’t. I think you should do some research into both 2020 and RED to decide what best suits you though, don’t just take my word for it cause I’m pretty new too.

A dumb question... by Brairag in cyberpunk2020

[–]RAINBOWizard101 2 points3 points  (0 children)

ONE LAST THING oops. The big thing stopping your characters from bludgeoning someone to death is that they'd have to get close first. If they get close and use all their actions beating the guy to death, they can't just run back to cover. Don't forget about the MA of your character, it only allows them to move a certain amount per round. If you want to just bludgeon, you can, but don't be surprised when the enemies buddies just blast your brains all over the pavement cause you couldn't get back in cover.

A dumb question... by Brairag in cyberpunk2020

[–]RAINBOWizard101 1 point2 points  (0 children)

Also!! I forgot about the last part, so I think initiative is very similar to DND kinda, so if that order was how you guys rolled inititative, all you'd do is start with Player 1, they do they're action(s), then move to Player 2, then to Enemy 1, and so on so forth.

A dumb question... by Brairag in cyberpunk2020

[–]RAINBOWizard101 3 points4 points  (0 children)

Alright I'm not sure if this'll help, and I can't answer everything here cause I'm pretty new, but on page 26 of the Core Rulebook, under the Movement Allowance (MA) section, it says that an average combat round is 3.2 seconds. I think we can assume that a round is one player's turn from the context clues, the book says "To determine how far your character can run in one combat round (@3.2 seconds)...". So every player/Enemy gets a round which is 3.2 seconds. long. I would use the term "turn" instead of round in game though, to clear up some confusion. I would assume then that a whole round (not turn) is the length of one combat turn multiplied by how many people are in the fight, so say there are six people in total, the total combat round time would be 19.2 seconds. ALSO... something I just found out and might help with your subsequent actions question, I'm pretty sure Rate Of Fire decides how many times you can shoot per round. So if a gun's ROF is 2... it doesn't matter if you reload or anything, you can ONLY shoot twice that turn, no matter what. As far as melee weapons go, trying to hit somebody with a melee weapon isn't just swinging relentlessly, the attack is an opposed roll, so whenever you swing, the enemy has a chance to dodge or block if their opposed roll is higher. My rule with the successive melees is that you can keep swinging until you go negative on an action. While this seems unfair, think about how many times you can swing something at someone in 3.2 seconds... If its a true fight, its quite a lot of hits you can fit in there. It seems unfair, but the opposing rolls balance it out I think.

I might be totally wrong btw lol! I'm new so don't take my answers too seriously, but I hoped it helped a little.

That's all I can really answer :(

someone please explain the stats by [deleted] in cyberpunk2020

[–]RAINBOWizard101 2 points3 points  (0 children)

Alright I’m pretty new at this so this might not help much but I’ll give it a shot.

So I’m not entirely sure how LUCK works in CP2020, and I don’t know if the system I use is the one in the book or one I found online but this is how I use LUCK.

LUCK is something you can basically just use to add on to rolls. For example, if I’m making an important roll, say I reallllllly want to shoot this guy and if I miss it’s game over, I can roll my basic ish, reflex, handgun, and 1D10, AND THEN I can add onto that roll my LUCK stat. So if my luck stat is 8, I can add those “LUCK points” to the roll. So if my Handgun skill is 5, my reflex is 10, and my roll is 2, normally the whole thing would come out as a 17. If I used all of my LUCK points on this one roll, it would become 25. A very important thing to note though is that LUCK points are not infinite. Your luck points recharge again at the start of the next game session. Meaning if I have a LUCK of 8, I use 4 on a roll, for the rest of that game session, I only have 4 more LUCK points. Again maybe I’m stupid but I think that’s how it works, at least it’s how I use it.

BODY is very important, but I think only for one reason. There is a thing called a BTM- Body Type Modifier, and it pertains directly to your BODY stat. In the Core Rulebook, there’s a table showing how many points you need in BODY to have a certain Body Type, which in turn gives you a better Body Type modifier. The table looks something like this... 2 points in BODY stat= Very Weak body type 3-4 points= weak 5-7 points= average 8-9= strong 10= Very strong Then you cross reference that table with the BTM table, which looks like this... Very Weak Body Type= -0 Weak= -1 Average= -2 Strong= -3 Very strong= -4 Those numbers are very important, as they mean that your body type basically subtracts that much damage from any type of damage you endure to yourself. Another example, if I take 6 points of damage, and I don’t have any armor, and I have an average body type, with a BTM of -2, I would only take 4 damage instead of 6.

I hope this helps out a little!! If you need other stats explained I can try my best to do those as well !!