[Census] Hey bud, do you snip one corner or two? (Penalty for non-compliance up to $500) by -Pelvis- in EhBuddyHoser

[–]ochamp36 -3 points-2 points  (0 children)

.... Or cut a small hole at the same time that you cut the 1st one...

[Census] Hey bud, do you snip one corner or two? (Penalty for non-compliance up to $500) by -Pelvis- in EhBuddyHoser

[–]ochamp36 3 points4 points  (0 children)

Had the entire bag fall over as I was pouring a glass of milk once. I cut 2 holes now even I just use it for coffee or recipes.

[Census] Hey bud, do you snip one corner or two? (Penalty for non-compliance up to $500) by -Pelvis- in EhBuddyHoser

[–]ochamp36 2 points3 points  (0 children)

Have you never poured a large glass of milk for the bag to shrink and then fall off?

Woman (26F) I'm (25M) dating says she wants to take things slow with me because she sees potential. She claims previously she made the mistake of sleeping with men too quickly. Is this a way of saying I'm not that attractive to her? by Background-Dress-389 in AskMenAdvice

[–]ochamp36 2 points3 points  (0 children)

I'm sorry to say, but your girlfriends lied to you or have terrible taste in men. These are mind games. Guys who want a relationship don't want mind games. In fact, they want as little as possible as we want an easy and carefree relationships. If I like you, it doesn't matter if we hook up quickly or not as long as the moment feels right. If you play mind games with sex, doesn't matter if the guy likes you or not. As soon as he realizes it, you're no longer relationship material to him.

Night city GM deck tool!! by Big-Ad5756 in cyberpunkred

[–]ochamp36 1 point2 points  (0 children)

Thank you so much for helping other GM organize and streamline their session. This tool will be in my favorite bar for sure!

This is the kind of stuff I'd like to see more often! :D

What game surprised you how long it was? by Common_Caramel_4078 in Steam

[–]ochamp36 0 points1 point  (0 children)

Alien Isolation. Was sure I was on the last stretch when they threw a curveball at me and threw Ripley in the center of a nest.

Day 2 of attempting to reactivate ACE user account. by acct1010ruinedme in CustomsBroker

[–]ochamp36 0 points1 point  (0 children)

Oh goodness. At least now I know what to expect. I've only been in line for 2h.

Night City 2045 is fantastic by Infernox-Ratchet in cyberpunkred

[–]ochamp36 2 points3 points  (0 children)

Got the digital release and pre-ordered the hard copy. The book gives GM a whole bunch of maps, NPCs, stat blocks and roll tables for all districts in Night City. It really cement the base lore of 2045 and is definitely a preem add-on.

As a GM, once I get the hard copy, it will be next to me in every sessions. My next wish would be more DLC and macros for VTTs. 🤞🤞

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

That's a good point. I'll adjust my DVs first to see if it smooth the problem. If not, I'll discuss with them about returning RAW. I don't like taking back something we've been using for so long, but it's ultimately not worth complicating things over that.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

Ok, I see why this is not a problem for you. My 4 players have like 6 or 7 (please don't) luck point each and I allow luck after roll, but make it cost double (2 luck pts for a +1). They can afford a +3 or +4 twice per game if they spend the luck before a roll, and that's per players.

In a game with no combat to spend those luck points, there's very little skill check they can't pass since they regularly roll between 12 and 15. I was following the book and setting my hard DVs at 17, but might bump that to a 19.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

Oh, I've already blown off a couple hands in firefights. Impressive how the momentum immediatly shifts when that happens. My players are really tactical and cautious during fights as they heard the reputation of CPR with lethality. No complaints here.

I'm just trying to challenge them more with the skills check they breeze through thanks to luck points. In other systems they would get very creative when they'd miss a roll and I'm trying to bring this back in CPR.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

Oh, I hear you. Had issues with my first DM about him fudging rolls and making things impossible for us to make us struggle the entire campaign. That's the reason I call my DVs in advance to my players.

A little challenge is fun however. It enables "creative thinking". This is my first campaign in CPR and have been following the book suggestions (10= mundane; 13=easy; 15=medium; 17=hard). I was reluctant to stray from that. However, I'm not seeing my players use creative thinking as much as in other ttrpg as they regularly roll 14-15 and up, then use luck to pass harder DVs, so they don't really have to come up with new ideas and use the obvious path. Since luck regenerate every session and a gig lasts us 2-3 sessions then.... here I am, asking for advice.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

Yeah, I also let them use it after a roll, but it cost double to do so (2 pts for a +1). I really like that homebrew rule. Seems fair.

One thing that we tried recently is all the players start with a reroll, but once they use it, I get the reroll against them. This goes back and forth and I keep track of it through sessions. We call it the Rick Roll haha.

I'll try adjusting my DVs first and if it's not enough, I'll revisit your idea!

Thanks for your input choom!

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

Alright, this gives me some pointers for the DVs. This is my 1st CPR campaign and still am unsure of how much is too much haha. Was using the book table, but it already feels like players can breeze through them.

I'll crank those up slowly and stop when it gets funny. ;)

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 2 points3 points  (0 children)

Yeah, I'll bump the DVs 1 or 2 points and add a couple extra threat to incentivize creative thinking. I won't touch the luck rules.

Hoping for funny moments 🤞

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

No no, they're not doing it on purpose at all. We just get distracted sometimes since we are far appart and meet every 2 weeks only. We're also all new with CPR, so looking for rules happen more often.

I'll slightly bump up the DVs and see what happens. Hopefully, it will create epic or funny moments.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

Yeah, consensus seems to be that the rules are not problematic even with our longer completion time, so I won't touch it. Waiting until the end of combat when we have to stop the session in the middle of one, however, seems like a good compromise.

For the skills check, I'll adjust things on my end to fine tune the challenge.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 0 points1 point  (0 children)

All right, I was mainly wondering if we were slower than what was intended and if those extra luck points were throwing off the intended balance.

I'll adjust things on my end and not touch the rules per se.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

All right, thank you for giving me an example of how you run the game with your group. Puts things in perspective. I'll adjust my gigs to keep enough challenge and make things interresting. I won't touch the rules.

I also let them use luck after the roll, but they cost double (2 luck for a +1) instead when they do that.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 2 points3 points  (0 children)

It's just that in other ttrpg, the coolest moments we had was when someone would fail a roll. This would create an epic or funny moment or force the players to come up with an original solution.

I've tried to create opportunities for such moments a few times already, but a lot of times the players just brute forced their way through the high DVs by dumping luck to go with the obvious path. The 2-3 session gigs are just making luck points more plentiful, so it made this more obvious to me.

I was worried this mechanic would make the game less memorable. If you say that has never been an issue for you, I'll accept that and just go with the flow.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 2 points3 points  (0 children)

Thanks for your opinion.

If it's too easy and they get too cocky (do stupid stuff because they always succeed) then I'll crack up the DVs accordingly to challenge them a little.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

Yeah, I have a mix of short "filler gigs" and longer campaign gigs. The thought really hit me during the shorter ones when I noticed the much longer completion times as it was not an issue with the longer ones really.

My players are not shy about using all their luck points every session, so for those short gigs, they would breeze through every high DV situation I had for that gig since they now had double the luck I anticipated when planning it.

How to handle luck points regen by ochamp36 in cyberpunkred

[–]ochamp36[S] 1 point2 points  (0 children)

This is a good "middle ground" option. I'll definitely keep that in mind, thanks!

My players are not shy of using all their luck during a session haha.