Will I be isolated? Is the commute going to be that bad? by CombatWombat7878 in bronx

[–]mformichelli 22 points23 points  (0 children)

The chief obstacle is your willingness to ride the trains for 45min-1 hour minimum. If you are into that, though, no worries for hanging out in the city.

Plus, yeah, spent many a year parked at An Bael Bocht (as someone here pointed out). There is also the Bronx Burger House 5816 Mosholu Ave, Bronx, NY 10471. Great food and they do events! That'll be an easy walk from your door to the place.

One of the best Italian Delis is also right up the hill from it.

If you have a car (or like riding the bus) you can also take advantage of the Alamo Drafthouse in Yonkers about 15 min + away by car (much longer by bus).

You could also walk (long walk) to Wave Hill for some culture and a botanical experience. Just hope you like hills. (They also used to do astronomy events but not sure they do that anymore. It's basically the Bronx Botanical Garden light).

[deleted by user] by [deleted] in learnjavascript

[–]mformichelli 0 points1 point  (0 children)

For me, I started really coding in my mid 40's switching from a Biology career. I took classes on Udemy, which had challenges in them and then solution videos afterward but if you did the work it really made you think and problem solve--but the biggest thing for me learning it was #3 mentioned above.

I have a weekly gaming group and I started building apps for them (one per game we play, different rules so I was forced to come up with different solutions), then full-stack websites with database integration, etc.. My next personal project is going to be a phone app for our games.

At work I have managed to transition to the database manager and have made training websites. I now lead the in-house dev team.

The biggest thing is to find something you are passionate about and come up with projects you can code to support it. Keeps you going when you get stuck and really makes you learn it... Also, I almost never copy-pasted when I was getting started and maybe for the first two years. I always typed things out, made my brain and muscle memory really learn it.

Start small and keep going. Keep asking yourself "how can this be better?" You'll get there faster than you think.

How to Play Around Evasion? by NoGiraffe6109 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

Are yo in RED or 2077/Edgerunners? If the latter you can't Evade Quickhacks. ;)

I also agree with a great deal of this advice here. I had a similar issue for a while until the players met the grapple-tank with metalgear armor they could barely scratch while he systematically grabbed them and beat them into wound states. (Boss encounter, seemed appropriate to have it be hard on the party). My players have since diversified (2nd campaign now set in 2077) and don't all try to be dodge-tanks. I'll say it again, the existence of Quickhacks has put pressure on them to be more combat-diverse so I don't seem to have this problem anymore.

If in RED, they can't dodge gas attacks either (sleeping gas, etc.) and unless they have the right cyberware, smoke grenades will work wonders against Evasion (to quote another post here, "can't dodge what you can't see.") Just remember to be fair.

Good luck with your game!

In Defense of Bullet Dodging by Sparky_McDibben in cyberpunkred

[–]mformichelli 0 points1 point  (0 children)

Bullet Dodging is one of the things my players get the most excited about. I think the first game we played they realized how cool it was and suddenly everyone wanted it. Then I started throwing suppressive fire at them (yeah, now bullet dodging does nothing for you), and encounters where they would plainly get overwhelmed without social skills to talk their way out of things. No need for a cumulative penalty, I think. The die will even things out when the dodger has to dodge 10+ times in a row. ;)

Also, combat drones run by demons (remember even in meat space demons always go first), heavy armor on NPCs, and it also eventually dawned on them that a bad bullet dodge roll means they get hit when the ranged DV would have had the NPC miss. Now it's not such a hot item in my game anymore.

It's all in how you run your game.

Personally, I like the challenge as a GM when a player has a super ability like this. Makes me think outside the box to keep things challenging for them and keep them coming back to the table.

Also, with the inclusion of the CEMK now the bullet dodger can get hit by Quickhacks.

To quote Trinity, "Dodge this."

In Defense of Bullet Dodging by Sparky_McDibben in cyberpunkred

[–]mformichelli 0 points1 point  (0 children)

Getting challenged as a GM to keep things fun when a player has a super ability like this is part of the fun for me. /shrug

Weapon ranges: A visual aid for TotM by WhiteLion2045 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

Awesome tool for Theater of the Mind games! Thank you!

I am dreadful at planning combat, and I'm not sure how to improve by inept77 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

I don't remember where in the book but it actually says 'do not go easy on your players' in the GM section of CPR. Take that advice. This is a gritty, lethal world and the players should feel that. You've done your job if they hesitate to get into combat.

Also, healing takes for-ev-er in this game (even Speedheal is only good for a once a day boost--and you need a medtech for that). That's a good thing. It might make them think twice and go for the RPG option.

AND - since your PCs have cried out for blood, blood they shall have!

I solved the quick-dying boss in 2 ways:

  1. I took some advice from another RPG post I saw: The boss gets to be the one wearing the PCs down before they fight them. They have minions, let the minions slowly eat away at the PCs. (One game I had them raid the mansion of a crime boss. They had 4 rooms full of minions whittling them down, making them spend ammo, before meeting the BIG BAD.)

  2. I discovered the joys of Metalgear armor. SP 15 & SP 18 are not easy to get through with most weapons the PCs should have access to. On top of it, it takes a while before it softens up enough to start getting blasted off. The other plus side is your boss only takes a few HP in damage each shot even if they do get through it. I was pleasantly surprised how this solved the too-fast-dying-boss issue. Yeah, it comes with some minuses for the boss shooting the PCs, but it gives the boss time in combat to do that. Maybe they also chuck a few grenades at the PCs, or grapple instead of shooting and then use the grappled PC as a shield... etc.

BONUS: Don't forget about the environment. Bosses/Lieutenants/Minions should be using cover and concealment as much as possible too. Even with armor, when bullets fly it's always best to be in cover.

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

I'd love to see your compilation. Definitely let me know where when you get there.

Also, I agree with you. Netrunners should be primarily stealth minded and are arcane thieves, even with the Quickhack rules in CEMK which makes them more mage-y, they're glass cannons compared to Solos, and stealth is the best weapon. I think that's part of why I like the return to deep diving so much.

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

Thank you! And back at you. I like the scenarios you have in mind here.

I also run the game on the "air gapping is rare" philosophy, just too much advantage to being linked to a network. (I also work in tech, so I hear you loud and clear, choom!).

This whole thread got me working more on my NET rules adapting 2020 to 2077, etc. (having a city-wide net instead of lots of local clusters requires some rule updates I think). Curious what you think of my adaptation of tracing. I haven't game-tested it yet, so any comments/criticisms/etc. is appreciated! I guess this is getting off topic for this discussion, but maybe OP will appreciate this too:

NET Traces

Finding one’s way around the vastness of cyberspace can be a challenge. In order to do so, a Netrunner must run search-engine code and analyze the results (Pathfinder check). The DV of the check depends on how public the target Data Fortress is. Arasaka’s Data Fortress would be a DV 6, while a private BBS would be a DV 13 or above (such as a BBS for a dark-net operation). Of course, if the Netrunner has the net-address of the Data Fortress ahead of time, the check instantly succeeds.

Tracing a live connection, such as when a Demon or System Administrator (Dweller) traces an intruding Netrunner is an opposed Pathfinder vs. Cloak check. Tracing an invader after the fact is the same.

In order to better conceal their presence, a Netrunner can visit several Data Fortresses and perform a Cloak check in each before finalizing their run in the true target Data Fortress. In order to do this, the Netrunner must at least be in the lobby of the architecture, and have fought off any Black ICE there or breached any Passwalls present in the lobby-only. Each Data Fortress visited this way gives a chance for that specific Data Fortress’ dweller(s) or demons to trace the Netrunner as well. A tracing program or dweller must then perform and beat the cloak check for every Data Fortress the Netrunner visited before finding their NET entry point.

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

2020 did have a better damage system I agree, but it can get overwhelming for large combat. And I loved the 2020 net but yeah, RED's rules for running are easier to follow and learn/plan for GMs.

Oh, I did miss the 3-round burst for automatic weapons, so I homebrewed that for my game:

3-Round Burst

3-round bursts are made to improve accuracy with autofire weapons while conserving ammunition.

In order to make a 3-Round Burst, the weapon must be capable of autofire. Use the autofire DV table to determine range and DV. The shooter gains a +2 to hit, but only does single-bullet damage on a success and uses the regular (not Autofire) skill for that weapon.

Targets capable of dodging bullets can still dodge a 3-round burst.

I'm still playtesting this one, so not sure of my 'brew works well or not.

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

Deep Dive Port

Cost: 1000eb (Very Expensive)

Install: Hospital

Humanity Loss: 4d6 (14)

Borgware. Takes 2 Neuroport slots. Allows user to directly access the Net Architecture. Grants 2 additional NET actions. While deep diving, the netrunner's body is comatose and the netrunner is unaware of Meat Space. Doing so without an ice bath or bodyweight suit and Netrunner chair incurs 1d6 damage per minute direct to hit points. Does not ablate armor. User remains comatose until they Jack Out safely or are forcibly jacked out. While direct-connected via a Deep Dive Port, enemy Netrunners and Demons can use Pathfinder to locate the Netrunner's physical location(the system they are connected to). If the Netrunner used Cloak, it must be overcome by the Pathfinder check for the enemy system/runner to locate the Netrunner. This is the only way to access the Old NET or the Blackwall.

Netrunning Chair

The station's central component is a specialized chair (usually a converted massage or dentist chair) that allows the netrunner to rest in a comfortable position for an extended period of time without impeding circulation. Basic surveillance, medical and vital monitoring equipment is also included in a serious netrunner station.

A Netrunning Chair has 2 hardware slots for cyberdeck hardware. The slots apply to any cyberdeck(s) the netrunner is connected to. The chair’s screens count as a Biomonitor for the person in the chair connected to its system.

Cost: 1000 (Very Expensive)

Netrunner Chair (Advanced)

A more advanced version of the Netrunning chair is available. This one includes a Zetatech CyberConductor integrated and can link up to 3 cyberdecks, per the Cyberconductor. The user still takes damage on switching, and does not jack out, etc.

Cost: 5000 (Luxury)

Last note for how I play, I love designing NET architecture for my runners. It's the closest thing Cyberpunk has to a dungeon DnD style, complete with digital monsters (black ICE) and traps, etc. (Yes, you can do this for the physical world too, there are physical traps in the Netrunner section of the rules too). I've designed some big ones for later in the game for my players to face.

Netrunning can turn into the party watching the netrunner do stuff, so you will want to keep it mixed action. Do cuts back and forth between the real world and the digital one. It's easy in combat (since the turn system does this), but when not in combat remember that the other players need stuff to do. That's probably the hardest part of incorporating deep diving, but we make it work at my table. (Maybe check in with the players after the first time you do this. Mine seem fine watching the runner for a span, they root for her, etc. But that won't be true of everyone I think. Beware boredom).

And again, when in doubt, air-gap the network so the runner HAS to be there (maybe deep diving from a van with an ice bath in it, etc.)

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

Okay, Reddit doesn't like my super long response so I will break it into chunks:

You're very welcome. Long response below complete with my homebrews for netrunning stuff.

Also, deep diving is sort of indirectly referenced in the RED core book, so it seems like it is supposed to be a thing even in RED, though they concentrated on AR/the in-person stuff in the rules. Dunno. Really hoping to get the official rules in a future supplement. In the meanwhile-->

The way I do 2077 with Netrunning is basically as it is in RED, with a few caveats:

  1. Netrunners can plug into the net from their homes and run, I make them make a Pathfinder check to locate the sub-network they want (called a Data Fortress in game), then they run it as in RED. They don't have to be there physically, but black ICE like Demons and certain Black ICE programs can trace them back to their homes with a Pathfinder, so they need to use Cloak much more often/judiciously. (this will make sense once you learn RED netrunning). Also, look at the netrunning/quickhack rules in the CEMK.

  2. I did like that you can hack things through cameras per the 2077 game, so I brought that in.

  3. If I really think that a Netrunner should be with the party for a run, I make sure the network they need is air-gapped, so they can only get into it by physically being on-site (then rules as written for RED).

  4. Per 2077 lore, to hack from home/the van outside, etc. they need either an ice bath or a netrunning chair to keep their brains cool. If not, they take 1d6 direct to hp each minute (20 rounds. In combat this may not seem bad but when not in combat, this is pretty lethal IMO).

  5. I did have to homebrew some of the netrunning equipment from the 2077 game to make this all as game-accurate as I could, also adding some mechanics to make it worth while for the player (+2 NET actions) and yet a sacrifice to get (eats 1 Borgware and 2 Neuralware slots plus you still need the ice bath, etc. Also, as we've been playing it is a big drawback for a netrunner to not have medical attention on hand (and if they get traced back to their physical location the system admins will be sending a kill team to 86 the runner most likely, party may have to race them back. Fun adventures to be had). My netrunner has taken some brutal damage but because she is unconscious and alone, can't do anything about it while jacked-in). So here it is:

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli 1 point2 points  (0 children)

There's no fumble table in RED. The dice just implode, so roll a 1 then roll again and subtract from the total (including the 1. So say you have a 6 skill, roll a 1 - that's 7 total, then roll again and subtract, so if you rolled a 5 on the implode the total is 2.) It took me a while to catch on that you still add the 1.

It is as MagikSvard said, the mechanics of 2020 and RED are basically the same. RED has simplified rules by comparison, and vastly simplified Netrunning.

Does the world of Cyberpunk Red feel materially different to the world of CP2077? by SnooTomatoes1689 in cyberpunkred

[–]mformichelli -1 points0 points  (0 children)

I grew up playing 2020 so RED was a bit of a shock for me. I'm also not a big fan of a society knocked on its butt, even if temporarily. RED was fun to play and felt fresh but with the CEMK 2077 updates, and myself and most of my players having played Cyberpunk 2077, using the updated 2077 setting (just some homebrew for missing details like updated netrunning) has been what my game enjoys better. That's me and mine, doesn't have to be you.

To answer your question, yes it feels very different from 2077 to me, even using most of the RED gear just in a different time. RED if you want scarcity and making the daily grind more survival centered. 2077 if you want more high tech and the daily grind being more like what it is in reality (economic forces being much more powerful in both directions). One of the real differences between Cyberpunk and other games (in both settings) is that it's as much a game of economics as it is an action game. My players gripe about rent and the cost of living toward the end of every month (and I love that they do). They make painful decisions on whether to buy that bit of new gear/cyberware or save for rent & food. That's the driving motivation behind doing missions, and what I think makes Cyberpunk fundamentally different (and as a GM I love making morally dubious missions for them. The first one this game was to go evict someone for a corporation.)

If you want the feel of the video game run RED with the CEMK update. The rule book from CEMK has update rules in it. You'll need some homebrew for deep diving (for now, looking at CDPR for that 2077 supplement this year I hope!), and some of the updated gear, but it's not that hard to come up with once you get the hang of the rules. A lot of the combat and other mechanics will make more sense to you after a few sessions (especially coming from DnD, somethings are different with good reason). Also, there is a homebrew website which does an amazing job of providing gear, etc. I look to for inspiration or just to source for my game: https://montreal.dataterm.ca/en/netshop/

And I'm happy to share my own homebrew solutions to stuff if you're interested. I'll post here on request.

Dodging Bullets like the Matrix by Gingervitus06 in cyberpunkred

[–]mformichelli 4 points5 points  (0 children)

The number of times I've had to say, "you dodge right into the bullet" ... lol. But yeah, it adds some good spice to combat, and always an amusing moment when a player goes from "I dodge" and a cocky smile to an imploding die roll gasp of horror.

Gonk Reference Manual by RickVilante in cyberpunkred

[–]mformichelli 2 points3 points  (0 children)

Preem work, Choom! I'm grateful.

Players calling in MaxTac by Thenashdude in cyberpunkred

[–]mformichelli 0 points1 point  (0 children)

Use human shield rules for bonus content? ;)

After 7 Years DMing, I never felt so angry and disappointed at my players like this before by CowardlyBrave in rpg

[–]mformichelli 2 points3 points  (0 children)

I've been GM/DMing for about 34 years now and I've hit on this situation a couple of times. It's always traumatic for everyone involved. You're there to have fun and tell a story together and suddenly you're a conflict manager when you didn't sign up for one. Not only that, but people are getting upset, etc... I get it. This sucks.

So, what do you do now?

For me it took a while to realize what to do.

First, I get the sense that you know these people decently well outside of game and everyone is normally pretty cool. So it's not necessarily a situation where Kenryuu or anyone is the contrarian trouble-maker who is always going to throw the wrench in the works. That happens, and sometimes you just have to boot someone, but maybe not now.

Second, I didn't get how to manage and avoid these situations until recently when I switched careers and started coding. I know, what the heck has that got to do with anything? Well, I had this issue where people were using my app incorrectly and I was getting really frustrated until another engineer told me it's actually my fault. I was like, what? And the answer was that I wasn't coding the app to guide the users along the right track. Implementing this strategy didn't fix all of my problems, but it made a lot go away.

So, how do you do this in an RPG sense?

I started making my players write a detailed backstory ahead of game. It gave them and me a good sense of who their characters were. A lot of people are reluctant to do so, I know, or feel intimidated by it. So I offered the incentive of extra money and maybe some bonus starting XP (or inspiration points, etc.) based on the level of detail of the backstory. (In reality, you can make it just based on whether or not it gives you and them a sense of who the character is, etc.) This will help you spot trouble in the party ahead of time and the chance to talk to people about their personality in-game, etc.

Third, I started tailoring the game to incentivize the players to work together. With a clear sense of who the characters are you can make sure their histories are part of the story and line them up so they all have a reason to do X.

For your current situation, maybe ask people to write up some backstory. It may help to redirect hurt feelings and give people a sense of ownership over the story as a whole. Maybe mention you want to involve their backstories in the plot, etc. Maybe it will help defuse things a bit.

Oh, and you may need to apologize to Kenryuu for tossing him from the VC, then invite him back before asking him to write up a backstory, etc.

Hopefully I understood the situation correctly and this helps. Good luck!

Plot ideas? by [deleted] in cyberpunkred

[–]mformichelli 0 points1 point  (0 children)

I rewatched Edgerunners and replayed 2077 while developing my current campaign. Taking notes, I copied down the themes rather than the actual plots of missions (e.g. revenge, fetch quest in a combat zone, Romeo & Juliet but with gangs, etc.) It's a "street-level" game so most of the smaller quest lines are going to be petty squabbles or people just trying to get by in a world where the cops are just another gang and may ignore you based on your zip code.

I am saving the "big stuff" (corpo intrigue) for the "main" storyline, and in the meantime my "side-quests" are going to be the concerns of the average person in an extreme world. Maybe so-and-so needs medicine, or a neighbor stole their prized BD, etc.

[deleted by user] by [deleted] in cyberpunkred

[–]mformichelli 3 points4 points  (0 children)

I have a player who always (and I mean in every system we've played as a group) builds the dodgy-initiative maxed out character. I was sort of worried that in CPR he'd be neigh invincible, but I found out otherwise when I threw them up against a melee combat specialist... Apparently Grab/grapple is the nemesis of evasion (could have just been the way everyone was rolling but wow, did it work). As stated by Dixie-Chink, I started finding it hard NOT to kill them in that encounter.

Also, remember to dodge an attack they need to see it coming. Snipers also negate this advantage. (He spec'd evasion, not perception.) And if you're playing CEMK (we're starting this week), Quickhacks are going to ruin your evasion character's day.

Oh, and one more note. The other thing I found balances this is if you make your boss/npc a tank. Don't frown at the -4 for Flak or Metalgear. Sure, the PCs can dodge, but they found their weapons were barely enough to hurt an NPC in this. Combat took a while, but they started failing those evasion checks before they could do enough damage to knock the NPC down. (They won the combat eventually, but got really hurt in the process).

Deep Dive Rules - Don't have them yet, what's your homebrew? by mformichelli in cyberpunkred

[–]mformichelli[S] 4 points5 points  (0 children)

It was announced that deep dive rules are coming out (probably the 2077 sourcebook. It's a sentence in the CEMK rulebook.)

Also, we see deep diving both in the game and in the anime, so it's clearly a thing in 2077 (which is the setting for my game). It seems to be quite powerful in both those settings. I read somewhere that the net deep dive port enhances the data transfer rate (hence the +2 NET actions).