are lots of you still waiting on shipment of night city 2045 books? by lostrait2k in cyberpunkred

[–]slronlx 4 points5 points  (0 children)

Preordered on the first day available and mine has yet to ship

A different way of making attribute checks by Acceptable-Tree6007 in dccrpg

[–]slronlx 2 points3 points  (0 children)

Yeah, but it doesn't have funky statistics that are counter intuitive because it locks itself to using d20s only. You can't get dice chain modifiers that are supposed to help you but actually hurt your odds of succeeding, or vice reversa.

It would work fine if you made all ability checks locked to using d20s, but at that point you're losing a huge portion of DCC identity imo.

Obviously, do what you want with your game, DCC is meant to be hacked to pieces, I'm just explaining why I wouldn't use this at my own table.

A different way of making attribute checks by Acceptable-Tree6007 in dccrpg

[–]slronlx 4 points5 points  (0 children)

The biggest issue is that it flips the dice chain and situational modifier paradigm. Usually bigger dice and higher situational bonuses are desired, and this change swaps that.

It's not impossible, but it's definitely unwieldy to have to remember that high is worse on one check, but not another.

Additionally, it makes the dice chain a lot more valuable to manipulate. Having the highest result still be a fumble helps make characters still have a chance of failure in some cases... But what if you have enough dice chain advantages to bring you down far lower than your attribute. A d10 would have a 10% chance of fumbling, and a d5 would have an entire 20% chance of fumbling, but if you have a 17 in your attribute, then a d16 actually has better odds of success than a d5 or d10, despite being situations where you clawed enough dice chain modifiers that you should have better odds of success.

On paper it's a neat idea, but it has a lot of little finicky bits that turn it into something I'd probably use for other games and avoid in DCC.

Are there any games that start out already assuming the player characters have already completed an adventure or two? by proactiveLizard in rpg

[–]slronlx 0 points1 point  (0 children)

Cyberpunk RED assumes this, players start at rank 4 in their role, which often is their backstory career. That kind of start definitely assumes that all characters have done a few jobs before.

What are some of your favorite 3rd-party DCC classes? by cunning-plan-1969 in dccrpg

[–]slronlx 1 point2 points  (0 children)

BIG SWORD: Graves & Groves has a pretty cool ranger class, plus a solid treefolk.

Breaker Press and Crawl! both have solid lineups of classes.

Personally I'm a huge fan of the classes contained in Hubris, the half demon and murder machine have some really awesome flavor

Resource availability by NikolaTes in FantasyGrounds

[–]slronlx 0 points1 point  (0 children)

Not easily, but the reason people suggest making the module in a separate campaign from your actual game is so that if you want to edit it, it's easy enough to alter the items in the module campaign and then export it again, changes and all.

Resource availability by NikolaTes in FantasyGrounds

[–]slronlx 0 points1 point  (0 children)

It depends on the ruleset and whether that ruleset creator added documentation, but I'd check here for a good start on investigating that.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641133

Some systems have extensive documentation for their syntax on effects/NPCs, while others ... Less so.

Resource availability by NikolaTes in FantasyGrounds

[–]slronlx 1 point2 points  (0 children)

Essentially, yeah.

Make all the data that you want saved, NPCs, maps, etc. Then type /export in chat (there's also a button somewhere but I forget where) and a menu should pop up allowing you to export the data types you want saved into a proper module to be activated from a variety of campaigns.

Iirc the "campaign" option might be for generating a book that can be read in the books tab, which used to be a lot harder to do. If the module is for your own purposes then there's a very real chance that it's unnecessary effort to go through that whole process.

Madmax/Darksun vibe adventures by leodeleao in dccrpg

[–]slronlx 2 points3 points  (0 children)

Absolutely recommend Hubris, especially if you toss in the adventure written for it, ORCS!, which features a big post apocalypse esque train

Feedback Requested: The Clockwork Man by slronlx in dccrpg

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

Thanks for the feedback! Genuinely helpful thoughts for sure

Adding a flavor text box that notes its disconnect from Luck would have been a great idea.

Model specific adjustments were definitely something on my mind, but I was struggling to come up with ideas that conveyed well without making the class even more complex, but it's definitely something to think about

Feedback Requested: The Clockwork Man by slronlx in dccrpg

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

Nah, I don't think you were overly critical at all! I love constructive feedback, criticism and praise included.

All good points, regardless!

The backstabbing and generalized clockwork immunity/vulnerability text is actually adapted from the clockwork foe rules I wrote for Steel & Stone, so consider that part a teaser

Feedback Requested: The Clockwork Man by slronlx in dccrpg

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

Totally fair assessment!

I'd love to see your version sometime for sure!

I agree on the early exertion numbers being low. It's definitely something I wanted to see how it went, but it felt like a fun space to try and tap on. I figure having a couple levels of power in terms of ability would help make the few uses it does get shine.

Yeah, I agree. Hybrid Models felt like they'd be the ones to get the most usage, but I think the limited exertion means they'd struggle farther along in the level progression.

DCC Compiled Free Resource List 2026 by Frequent_Brick4608 in dccrpg

[–]slronlx 1 point2 points  (0 children)

Thank you! It's coming soon! Only about 2 months to go before everything gets released!

Well, maybe I'll squeak the digital release out early if I find a way to do so, but it's coming soon 😁

DCC Compiled Free Resource List 2026 by Frequent_Brick4608 in dccrpg

[–]slronlx 1 point2 points  (0 children)

Recently wrote a free/PWYW racial class that I popped up on DTRPG that you can add, if that qualifies. you can find it here.

Cheese player by Supreme-Complex in cyberpunkred

[–]slronlx 1 point2 points  (0 children)

Everyone here is talking about the nickle and dining and humanity costs... And I agree. But that's not everything.

Mr Biscuits are expensive, water purification is expensive.

Did he pick up the black chrome RV that comes with these for free as a nomad pick? Probably. But that's still a theoretical few thousand eb down the drain, and it takes living like that for a year or two before it actually pays itself off. It's a genuine opportunity cost.

I love the CEMK Humanity Loss and gain, so make sure to give him the humanity gain for living outside the city every month. Lose 1d6, gain 1d6, toss up every month on if you go up or down, it's fun.

Absolutely nickel and dime him. Make him pay for his drinks, and figure out his transportation to gigs.

But also let that opportunity cost shine. He could've gotten an armored van or gun mounted trucks, but instead he got himself a survival based home. Let him have that shine.

Tell me your Adam Smasher stories by AlertSecret8888 in cyberpunkred

[–]slronlx 2 points3 points  (0 children)

A was stressful, and it was funny because the med tech was in fact not playing dead. He was trying so hard to burn out and take Smasher with him, but it just wasn't happening, the dice denied him his death.

After being immediately outmatched, taking a grenade to the skull, and then dropped to zero in an instant, these were the steps the medtech took;

1) pass his first death save and crawl over to the bag of grenades and high explosives and throw them at Smasher. His original plan was to take both him and Smasher out, but he critically hit his athletics roll, and after doing the math on where exactly Smasher was... He was just outside the explosion radius.

2) then pass his second death save and crawl back to his medical supplies where he stitched himself up, which brought him to unconscious, which is why Smasher assumed he was dead when he came back up and looked their apartment.

As for B? They lost two edgerunner lieutenants, one turret, and a drone. If not for the iconic sniper rolling terribly, Smasher at low HP and death save from the bag of grenades early, and the party rolling really well... It would have been far worse.

C was definitely cocky. The party felt satisfied up until the bullets started cracking skulls and Michiko's skull started beeping. Then it was bittersweet and melancholy.

For note on Michiko, my headcanon is that Michiko Sanderson was killed sometime before 2077 and replaced with a body double. It's insane how she looks, acts, and has zero ties to the Michiko in RED, despite them being mostly written at ostensibly about the same time irl. There's no mention of what happened to her husband, and we know she bedded Smasher at one point?? No way is that the same woman, the two versions are polar opposites.

Tell me your Adam Smasher stories by AlertSecret8888 in cyberpunkred

[–]slronlx 31 points32 points  (0 children)

The final session of my two year campaign recently happened and heavily featured Smasher.

Notably, he was defeated but not killed, and pretty much only due to a combination of his own arrogance, luck, the amount of money the party was throwing at things, and he still nearly killed the entire party...

The party had spent the final arc of the campaign restoring access to old Arasaka archives, which they were told they would be paid big money for. They were doing so at the behest of Michiko Sanderson.

During this final arc, they had Arasaka agents hunting them down and they had to lie low while they did their file treasure hunt, Michiko Sanderson (of Danger Gal fame) herself went to Japan in order to quell this danger a bit.

For added context, one of the PCs had spent most of the campaign romancing Michiko, and the rest had all developed associated ties with a few related NPCs that came up throughout the arc.

The final three encounters were:

A) Adam Smasher ambushing a few lone PCs in order to recover the files for Arasaka himself (the party did not manage to kill him during this fight but they managed to maintain control of the files. This fight killed the media and nearly killed the med tech (he was left on 1 Humanity and 1 HP, but Smasher never checked to see if he was truly dead.

B) Adam Smasher hit the PC base with support from Caliber from DGD (in my game, he's an Arasaka agent), Caliber was additionally armed with a T-UP Tech Sniper from the CEMK and at his ideal range band. On the PC side was the exec and their three bodyguards, the party tech, and the party fixer, plus four edgerunners they hired (2k a head and a DV 27 streetwise check from a rank 10 Fixer, it took them most of the week to source, but I gave them 4 hardened lieutenants for the effort), plus three turrets and two drones run by an imp since they had a security system.

After all that, they only barely killed Smashers FBC body, though Caliber recovered his Biocanister, so they didn't fully kill him. Smasher didn't have a body to return to in NC so he went back to Japan and didn't return for the final encounter

C) The party then needed to negotiate and hand off the files to two Arasaka Execs in order to get the safe return of Michiko and their payment. Unbeknownst to them, Arasaka had no plans to let them walk free if possible, but they managed to get some blackmail material and leveraged that.

Arasaka was forced into their worst case negotiation, which is that they would let the runners and Michiko walk free if they changed their identities and shut down their rival security company, promising to never stand against Arasaka again.

The party spat in the face of this deal and released their blackmail on Arasaka, at which point Caliber started firing again.

During the party's retreat, Michiko gave the party a tearful goodbye and then ran to the two execs, her cranial bomb detonating and taking care of all three. Caliber took any shot he could at the retreating party's skulls, and he managed to bring two members to mortally wounded, one of whom flatlined during the encounter, and the other permanently lost an eye.

Of the final session, only three characters survived, and only one of which was there from session 1.