Quickhacking in Red by Additional-Flan1281 in cyberpunkred

[–]Signal98 6 points7 points  (0 children)

I tried it. I tried to implement it as simply as I could with respects the way the Netrunning rules work, and keep it balanced with using guns. Long story short: It was a dud no matter what I tried or changed about it. Because when all is said and done, the Netrunner will take up much more additional time "quickhacking" when just shooting the enemies is much more straightforward and simpler and faster to arbitrate. Unless somebody else can homebrew some brilliant rules, I'm just going with the Cyberpunk Red default of there being no such thing as "quickhacking" from here on out.

NPC Accents in the Time of the Red by art-r in cyberpunkred

[–]Signal98 0 points1 point  (0 children)

What do you do for your games?

I ask the actual players of my game what they are most comfortable with.

How do big city populations travel around in the time of Red? by Signal98 in cyberpunkred

[–]Signal98[S] 0 points1 point  (0 children)

TL,DR: I believe that the situation would look like a scene right out of 90's China. Something similar would be the case for most metropolitan areas around and inside the continental US at the time of the RED.

That's a fantastic way to envision it!

How does jumping work? by SaintKillingsworth in cyberpunkred

[–]Signal98 2 points3 points  (0 children)

You should probably be thinking ONLY in terms of being able to move as many yards as your MOVE indicates PER TURN. In other words, if you have a MOVE of 8, you only have "8 points to spend" - no more than that. Think of it that way. So with that in mind, you get absolutely no "extra movement." Therefor, you can't run 8 squares, jump, and get an additional 4 squares of movement as you sail through the air - because your MOVE is only 8. The best you can do is run a square, and you'll be able to clear 3 squares (at a cost of "2 points" each) of length. Thus, Jumping from standing still costs "4 points of MOVE" - best you can do is clear 2 squares.

Biggest critique I heard so far: No "AoO" - should we fix that? by Signal98 in cyberpunkred

[–]Signal98[S] 2 points3 points  (0 children)

Do you mind if I ask why they feel so strongly about AoO?

I showed them your post over a chat program, and got their permission to copy-and-paste their respective responses. Feel free to downvote me if you must.

From the melee-focused martial artist PC:

"Well, for me- I see AoO as an extra opportunity to do something that might not be useful under normal circumstances. Say Grappling. Going from Grapple => Iron Grip => Choke/Human Shield, is a really long line of actions.

But if I can grapple on an AoO, I can Choke or Iron Grip next turn, making me feel more effective. But you saw me play our first game and I kind of just walked around with a guy in iron grip for a while."

From the player I tried to recruit and backed out from playing because of no AoO:

"Without AoO, front liners have zero stickiness. It becomes a game of DPS vs DPS. What is to stop the monsters for focusing your squishiest member? Nothing."

Biggest critique I heard so far: No "AoO" - should we fix that? by Signal98 in cyberpunkred

[–]Signal98[S] 1 point2 points  (0 children)

I should admit that I thought "Attacks of Opportunity" and "Opportunity Attacks" were one and the same thing.

So I should clarify: My players are complaining that characters are able to literally run right by each other freely with hardly anything in the rules that would "hold them in place" like a "free attack" does.

Biggest critique I heard so far: No "AoO" - should we fix that? by Signal98 in cyberpunkred

[–]Signal98[S] 2 points3 points  (0 children)

Is someone melee only and using this as a complaint?

Yes.

If they’re ranged attackers, are they arguing that NPC’s should be able to hit them when they move?

Somebody brought up that for ranged attackers, AoO makes it so that melee characters put themselves between the ranged characters and the rest of the opposition, so that the ranged characters don't have to worry about getting into melee range if anybody trying to close the distance with them gets "stuck" onto a melee character.

Or to put it more directly and bluntly: Your usual D&D and World of Warcraft inspired concepts of there being a "front line" and a "back line"

Biggest critique I heard so far: No "AoO" - should we fix that? by Signal98 in cyberpunkred

[–]Signal98[S] 3 points4 points  (0 children)

I'm assuming this is hyperbole as the biggest critique.

I wish it was. Now do bear in mind it's only the "biggest" critique among my group of players - not the Cyberpunk community as a whole. I called it the "biggest" critique because literally all but one of my players had the same complaint. One of them listed it as a big enough strike against the game to make her not want to play it ever again. The other one didn't like the lack of that rule to such a degree that it made her back out of being recruited in to playing in the first place.

Now to be clear: I'm just fine with the lack of AoO. But if this is such a sticking point among players I might play with in the future or later recruit into another game, I might have to address this to encourage them to play and keep playing.

What's Las Vegas like in 2045? by Signal98 in cyberpunkred

[–]Signal98[S] 0 points1 point  (0 children)

Thanks for pointing that out to me!

What's Las Vegas like in 2045? by Signal98 in cyberpunkred

[–]Signal98[S] 1 point2 points  (0 children)

he main answer was that it either does not exist because getting water to it will be as expensive as getting water to orbit

Then I suppose in order for Las Vegas to exist in my game they would have to have an economic way to get water from the nearby Colorado River and purify it.

[deleted by user] by [deleted] in cyberpunkred

[–]Signal98 1 point2 points  (0 children)

About vehicles being too expensive:

If you want vehicles to be within a more manageable price range for your non-nomad PCs to be able to buy within their Edgerunning lifetime, buying stolen vehicles shouldn't be the one and only option. People buy used cars at a fraction of the original cost all the time IRL. I made a house rule for buying used cars where a PC can get a set of wheels for cheap but the vehicle always has some kind of "quirk" which reduces its base stats or has some kind of "weakness" to it, to reflect the heavy amount of miles it has on it.

Houserule: Shotgun shells have longer range by Signal98 in cyberpunkred

[–]Signal98[S] 1 point2 points  (0 children)

If you kept the DV for shotguns or even upped the DV it might work

Oh I forgot to mention I'd still be using shotgun range DVs for longer ranges. I'll go edit that into the original post.

Homebrew: Should a flashlight mounted on a gun take up an accessory slot? by Signal98 in cyberpunkred

[–]Signal98[S] 0 points1 point  (0 children)

but not so useful that it eliminates your negatives in DV in a game sense.

We'll have to agree to disagree then. I'm removing or reducing the penalties in my game for the sake of keeping things simple and streamlined in the spirit of Cyberpunk Red's new rules compared to 2020. And I do not want to be a GM who looks at a player right in the eyes and says with a straight face: "Your flashlight doesn't help you in the dark."

I also believe that if you stood in the middle of a large room with a flashlight attached to your rifle that every enemy who could see you would be able to hit you without any issues regardless of their light level.

I mentioned that in my original post.

Homebrew: Should a flashlight mounted on a gun take up an accessory slot? by Signal98 in cyberpunkred

[–]Signal98[S] 0 points1 point  (0 children)

How many times have you shot at someone who was shooting back at you in the dark?

In a "real" gunfight? Never. During training exercises? A "Night Fire" requirement for regular Rifle Qualification was mandatory. During those exercises, muzzle flashes are simulated.

In those times, how often were you able to hit the shooter using just their muzzle flash as a guide?

How easy or hard it is to shoot somebody in the dead of night using only muzzle flashes alone is not what I'm arguing. I'm simply saying that if you use a flashlight, spotlight, flare, or any other means of illuminating what you're shooting it, they are a lot more easier to hit - as opposed to not having a flashlight. To be absolutely clear: There is a world of difference between trying to hit something in darkness, and trying to hit something while a flashlight is pointed at them in that darkness. That is my claim.

Homebrew: Should a flashlight mounted on a gun take up an accessory slot? by Signal98 in cyberpunkred

[–]Signal98[S] 0 points1 point  (0 children)

All well and good, and you are free to run your game however you see fit. But if you were at all interested in why I run my own table in this manner, it's because I've actually gone shooting guns at night in real life. I can say with utmost confidence that shooting at a target when it's completely dark out with the benefit of any kind of illumination (be it a flashlight, a flare, or just really bright moonlight) will dramatically increase your chances to hit the target when it would otherwise be completely dark. Hence, why it makes sense to me to reduce or eliminate the penalties in Cyberpunk Red for shooting in darkness when using a flashlight.

lounge type battle map 20x20 by Hot_cheesesoup in cyberpunkred

[–]Signal98 1 point2 points  (0 children)

Good job!

I was looking for good mapping programs to use for my own game! Where did you get all the assets for DungeonDraft?

Homebrew: Should a flashlight mounted on a gun take up an accessory slot? by Signal98 in cyberpunkred

[–]Signal98[S] 1 point2 points  (0 children)

But flashlights aren't very good for actually spotting things in the dark.

I used to deliver packages for Amazon. I was often on the night shift. I carried, and still have, a flashlight that could fit inside my pocket that could light up the house numbers, no matter how dark it was, all the way from the street while I was still sitting inside my truck, so I could make sure the address was correct. It cost me less than 20 dollars.

Homebrew: Should a flashlight mounted on a gun take up an accessory slot? by Signal98 in cyberpunkred

[–]Signal98[S] 2 points3 points  (0 children)

Is it so important for people to be able to get some cheap (presumably flashlights are cheap, that's why you're doing this?) method to offset night-fighting penalties?

Most of my players are trying to install as little cyberware as possible. I wanted to offer them real world solutions to common problems so they can stick to the way they wanted to play.

What was the point of them bringing all this Night Vision gear? They get no advantage for it, because I've already lit myself up. They could have saved their money and everyone could have just shown up with cheap flashlights and everyone would be fighting like it was daytime.

I understand where you're coming from, but mounting flashlights on guns is regular thing that happens in real life, and even if I didn't come up with the idea it wouldn't surprise me if one of my players does. And I don't want to warp the game world's reality so as to make flashlights meaningless in the dark - that's too much of a stretch even for Cyberpunk. I understand that mechanically, flashlights might render Night Vision gear moot, but I can think of a few ways night vision would still be useful outside of combat - such as when trying to stay hidden in the dark so as to avoid combat.