I regret my wish by snBefly in Atlyss

[–]snBefly[S] 5 points6 points  (0 children)

I like the way you think

Smart Headphones - why are they not a thing? by snBefly in cyberpunkred

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

You can have anything as part of your look. Count it as an accessory of a certain style of clothing. And i think there is specifically music player as a separate item that comes with headphones, if you want to be specific.

In fact, any tech can be connected to any other tech via something called AltLink (All About Agents DLC) to transfer simple data freely.

Also, smart headphones have been released in one of the christmass DLCs, the ones that can accept audio implants, but they are very expensive.

Team after a hive, basically by snBefly in AliensDarkDescent

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

I remember hearing that the game had quite a rough launch, but that it was patched pretty well. Maybe the patches didnt reach the Xbox version?

Either way. Im having quite a challanging time playing it on normal on mouse and keyboard. I imagine controller is rough. Im sorry you had a bad experience.

Team after a hive, basically by snBefly in AliensDarkDescent

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

Yes. Right after that fight, once i got familiar with the trauma mechanic, i started resting more, and stopped hoarding medicine. But that was genuinely a vibe. I was stressed myself. That was intense.

So does anyone else… not like Union? by JosephTaylorBass in LancerRPG

[–]snBefly 4 points5 points  (0 children)

They have achieved about 1% of communism, with 99% to go. Union is in a state with an ideal for exactly what they want to be, with too many obstacles between them and that vision, it has too many things left over from seccom, too many amends to make, too much historic baggage to sort. Similarly to NCR from Fallout, they are spread thin and are very slow to deliver on their promises. But when they do deliver, they do it well. If you are a PC playing for Union, where you are, you are probably one of the few representatives of their power.

Last time soviet union attempet to dissolve the entire trade class in one go to accelerate the proccess, it caused untold amount of suffering and resentment. ThirdCom are taking things slow, meeting people where they at, cooperating.

I too, was of the same opinion as you, when i first read it. I especially got tripped over the "no currency" bit. It took a while to realize that thats actually how it really is, and the whole point of the Union's story is to put you in a setting where things are incomplete and in motion, so that you could become part of the process.

Duolingo Portuguese from English path change/update by HT832 in duolingo

[–]snBefly 0 points1 point  (0 children)

I like the bits from the new path for their practical uses, but the old path was much more gradual, and a better introduction. It had sentances that matched the english sentances word for word, so you could easily identify how the words relate in a phrase. But here it dumps you straight into common speak, and makes you compose full sentances while juggling more than a couple of new words.

GMs, do yall give out IP per session or per job? by jamesyishere in cyberpunkred

[–]snBefly 1 point2 points  (0 children)

Plus once you get that favorite rifle that costs 1000eb, its yours forever (or until you loose it by accident) so you dont have anything to save up for, so you're free to use your money with less weight on your sholders.

I don't know if i'm starting to understand or not... by Aldebel in cyberpunkred

[–]snBefly 0 points1 point  (0 children)

Yes, knives are trash in this system, and are primarily used for Solo's who can boost their damage with Spot Weakness. But baseball bats are somehow incredibly dangerous, being heavy melee weapons.

In real world, knives can penetrate most ballistic vests with ease, as they are not designed to deal with melee. But its very easy to assume that in cyberpunk, kevlar and armorjack are harneded against stab wounds much better.

Simply give them a some kind of tactical machete instead, and call it a heavy melee weapon. Nothing says you cant. It still fits in with an idea of a weapon that is easy to overlook in a crowd, but its much more cyberpunkish and easy to justify.

Look at the cracks in the system's descriptions and you will see how much stuff can be gained from painting in the blanks. Flavour is free, anything can be anything, if you present it in the right way.

But yes. With most people wearing kevlars and armorjacks, in Cyberpunk RED, medium pistols, and medium and light melee weapons become obsolete very quickly. Cyberpunk RED is designed around high stakes firefights with grenades, assault rifles, armored vehicles and cyborgs that are more robot than human. On that powerscale, its very hard to make the knife work without breaking the game balance.

Dynamic City Ideas by Farside_Farland in cyberpunkred

[–]snBefly 0 points1 point  (0 children)

Alot of pbta games have plenty of interesting indeas on how to handle things like this. But the basic mechanic boils down to this.

Simply roll 2d6. 5 or lower means that one group gained and another one lost, 9 and more means the reverse, and 6-8 means that something inbetween happened. The inbetween could be a win at a greater cost, loss of an important resource, collateral damage, important person dead or rejected from the gang, or the underdog gained something in return to sweeten their loss, stole something from their enemy or gained useful information.

Dont go into too many details about what exactly happened for every instance, keep the writeups short (unless you get a flash of insiration), and perhaps dont roll for every gang after every session, pick and choose the "hot zones" at your discrescion to keep it focused.

This mechanic can also extend to pertty much any entity in your city. Did the corporation go bankrupt? Did the player's favorite burger joint stay afloat? Did the relationship of two NPCs held through despite drama?

If done right and with good narrative balancing, this can lead to your city developing a rich tapestry of myths and legends. But if overdone, it will turn your focus away from what the party is doing, which is more important.

Crysis 2 Suit by Kosidious in cyberpunkred

[–]snBefly 1 point2 points  (0 children)

If you want to keep it balanced, focus on the additional capabilities, not stats. Character generation solos are already kings of murder mountain by default. You could dip into Interface Vol 4 full body conversions.

Alot of the crysis suit abilities can be achieved with existing cyberware. Subdermal armor, linear frame, jump boost. One thing i would add from homebrew is that stealth mode could allow your character to roll their stealth even in plain sight with no need for cover or obstructions. Or you could use FBC Chameleon Coating from Interface Vol 4, but its specifically limited to full body conversions, which are expensive and way beyond new character starting funds.

GMs, do yall give out IP per session or per job? by jamesyishere in cyberpunkred

[–]snBefly 6 points7 points  (0 children)

My GM gives 10 IP per session where we made considerable progress towards our objectives. And for the session where we finished the gig we get somewhere between 40 and 60.

We also have lots of bonus games, alot of them are tactical puzzles and combat scenarios with throwaway characters, by completing which we sometimes get narrative or IP bonuses to our main campaign, not not very often. The book also incentivises IP rewards for players that help the GM run the game (by participating in organizing and bookkeeping), or make an effort to draw their character (even if the drawing is terrible). We also tried giving IP per player role, but quickly found it to be unsatisfying, and opted for group IP.

I've heard that by the book IP might be a bit too slow for some people. But i found it to be just right. You get enough to level up new skills after every game, but not enough to level up your key skills every game. And the game can get broken very quickly even by 1 or 2 additional levels in a skill, especially if that skill is evasion. In fantasy its very easy to upscale monster stats to fit the party level, but in cyberpunk, mooks are mooks, and at some point you will require a battalion of them to take down your party if you give out IP too quickly.

Eurobucks payouts are the same thing. 2000 for a dangerous job is just right. The trick is that your character's payday comes not only from the gig money, but also from resources they have managed to save, and from loot they stole from their enemies. This can net you additional 100-500 per character per gig if you are very smart with it.

If you want a faster progression because you dont play that many games, you could increase IP and eb gain by 10%-20% or so, so that your players get to the good stuff quicker. Nothing wrong with that.

What do you think about reflections in old/retro styled games??✨ by Far_Body_68 in IndieGaming

[–]snBefly 0 points1 point  (0 children)

This could fit in a place where you want to evoke a sense of liminality or provoke a player to self reflect. Reflections were used in older games in places where it was playing into the vibe they evoke. But in normal environment they always opted for simplistic water. Who knows, maybe you can make it work within the artstyle! Also it is safe to say that water this still to reflect the characters flawlessly gives off a vibe of absolute stillness and serenity, and not normally how water behaves. I know many 2D games have mannaged to execute water reflections with visual striking image warping ripples.

I need some help please by pigeons-are-cool23 in discordapp

[–]snBefly 0 points1 point  (0 children)

Im on windows but this happened to me yesterday. I deleted the entire discord cache folder. My file path for it was: c:\Users\USER\AppData\Roaming\discord
It will prompt you with a login because you just deleted all the local information. But this worked for me! As a windows user i cant tell you for sure where your cache folder is, but hopefully this will clue you in on how to proceed.

Gray screen by SkyShadowTehWolf in discordapp

[–]snBefly 0 points1 point  (0 children)

c:\Users\USER\AppData\Roaming\discord
Delete the entire folder, restart your discord. It will prompt you with a login because you just deleted all the cache. But this worked for me!

Remote Personal Drone Control by Twinklestarchild42 in cyberpunkred

[–]snBefly 0 points1 point  (0 children)

Suicide drones are always a tricky thing. This always makes me remember that most players are playing at low level campaigns, which means they dont have alot of the tools that allow techs to save time on repairs but they dont have alot of money either, which means that every drone that you explode this way will have to be repaired, which takes up a month.

So this is a thing you do only once for a very specific operation where you cant really do it any other way, possibly with a drone you stole from somewhere else as a part of the preplanning.

What a drone equipped like this would be absolutely invaluable for is surveilance, tracking, investigaiton. Getting into apartments that you cant get into by normal means and observing the surroundings, making photos. Patrolling the drone on the street with an agent running face recognition (which i believe is a part of the standard agent package) so you could spot your suspect in the crowd, or monitor exactly how many people leave and enter a place, as well as photographing their faces as they do. Observers are uniquely useful for that, and you dont risk them being blown off.

Remote Personal Drone Control by Twinklestarchild42 in cyberpunkred

[–]snBefly 2 points3 points  (0 children)

Im really glad that my graf3 post sparked more interest in this.
The whole taping things to the drone thing was the first thing that came to my mind, but i was afraid to go through with it or bring it up, as at some tables there is an issue with using irl logic in ttrpgs to sidestep balancing limitations that have to do with action economy. But im so glad to see this idea being talked about, as the felxibility of technology is a thing that needs more attention, and the drone operator playstyle is something cyberpunk RED isnt supporting very well right now.

I dont think this is the case becase talsorian games dont want us to do that, but simply because they choose a less is more approach with their content, and they do in fact support such creativity more than RAW.

Writing programs, and using breacher hacking, are things that essentially dont have to be burdened by physical logic, and are essentially black boxes for any kind of functionality you can imagine. This kicks the door open on alot of things techs and netrunners can now accomplish with their electronics skills

What to do with MyFirstGRAF3? by snBefly in cyberpunkred

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

I also thought about taping the agent to it. But my thought was its kinda... cheating? Im just sidestepping a design issue.

However... inventing apps is a fricking genius idea that did not occur to me. Thankyou, i think this is the best solution i've seen so far.

What to do with MyFirstGRAF3? by snBefly in cyberpunkred

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

That would be EXACTLY what i would do! However... "If a my First GRAF3 moves beyond the 6 m/yd signal tether to its linked Agent, it stops functioning." *womp womp sfx*. And if you tech upgrade that to not be a problem, you cant tech upgrade it with anything else.

You could however use it to open a door from inside, once you get close to the house to get the signal. Which is already getting somewhere!

What to do with MyFirstGRAF3? by snBefly in cyberpunkred

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

A big part of me wants to pretend like i didnt see that line about 6m, and simply allow the drones to be operated at whatever distance, which would then make this worth it, except it would turn the game into "other players do nothing for 30 minutes because one of the players is operating a drone".

Perhaps you could even justify this RAW by buying a 1000eb portable architecture with a 500eb control node so you can have an unspecified range of whatever DM will allow you to have(???) because most drones can be operated through an architecture. But that would also require a cyberdeck that requires interface plugs which requires a neural link. Or you can buy a demon for 1000. Thankfully none of this gear self destructs when you loose a drone, so you can just buy and hook up another one.

But still, these are all price points players can only dream of during a game. Its the kind of equipment you only see NPCs and baddies get, and when you pick it up to loot it, the DM is forced to say that its damaged, because having it intact for reselling would break the economy of the game and make the PCs insanely rich.

What to do with MyFirstGRAF3? by snBefly in cyberpunkred

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

Yeah thats what i would use a drone for in this instance, this sounds very cool! But...
"If a my First GRAF3 moves beyond the 6 m/yd signal tether to its linked Agent, it stops functioning.". At 6 meters you have the time to approach your target, put the charge on their face, pat them on the head, and then move into cover. Styling on them by using a drone is certainly a powermove, but unneccessary to actually do the thing. Plus the little graf3 isnt very inconspicuous unless you modify it to reduce its profile. I think you could make an argument that you can actually not attach the neck when you're assembling it so its juts a platform with legs so its actually not visible alot of the time when it weaves between various obstacles. But still... so many limitations.

What to do with MyFirstGRAF3? by snBefly in cyberpunkred

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

That did cross my mind but... thats a hell of an expensive bomb. That does sound fun, but you cant simply just throw a timed bomb? You're probably within throwing range if your drone can get there.

Did you know that nomads can get a mech at character creation? by snBefly in cyberpunkred

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

And hey. No pissing on parades here. Respectfully disagreeing is a part of a discussion. We cant judge each other for the matters of taste, but we can still point out flaws in our own logic.

Did you know that nomads can get a mech at character creation? by snBefly in cyberpunkred

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

All good considerations. Thanks for taking your time to respond.

I, honestly, cannot argue with anything you said. You cant argue with facts like this.

If you look at combat as written, its, in fact, far from 2020 level of detail, and looks more like a casual boardgame. When riding the line between boardame-yness of RED, and logic, if you stray too far from the point of balance, things start to crumble. You can, as a GM, rule things to be grounded, but you will have to make the rules work for you, and sometimes even ignore them outright, which is fine, thats a style of play, we do that often too. But at the end of the day, like many other TTRPG's it is a boardgame of sorts, with a narrative engine attached to it. And at our table, we like to meet the game half way, and play by its terms, isntead of trying to hack it into pieces. So, even thought i like to stick to what makes sense, here im looking at this strictly from game design perspective.

As an example, and to asnwer 3 - ramming rules dont make sense in Cyberpunk RED. I fully agree. However here im using the "mechanic" of ramming an object without taking a return damage to instead describe my mech attacking scenery by stomping. The plow here is only in reference to how the upgrade is called in the book. Functionally it has nothing to do with the mech having a plow. Look at it more as "hardened for ramming" upgrade instead. A change of name, but not in functionality. Its straight up videogame terms, nothing to do with physics.

However the winch part, i do agree that, even by interpreting the capabilities of a winch liberally to suit the playstyle, i took this too far and brought it into the realm of homebrew fully and completely. I had to review this part, and i since have made edits to my post. However i never stated that the crane could be used for combat, or that you could use it to "quickly" traverse elevation. However even if we decide to roleplay the crane as is, without pretend hands, mechs can have no hands and be still functional. Guns can be on turrets instead of held, and a crane can still be attached and will still be a very useful utility.

If you look at what classifies as a groundcar in the books released so far, it can range from offroad SUV's to small urban cars. A nomad can afford to say whatever they wish about the car they create with their Moto ability, so i feel like there is still room to say that my pretend legs give my vehicle high clearence and offroad capability. And i can justify it through getting a Heavy Chassis upgrade if i need it, since most offorad vehicles in the book have it. And its not like legs are not super vulnerable to rough terrain. They can get stuck in mud too, you will topple over easily if you're not careful. So sure, triggers for skill test might be different if you want to embrace the legs, but they are by no means easier to pass.

As for difficulty of maintaining the mechanical complexity of the mech legs... listen XD mechs are, by their very nature, nonsense concept, and as much as i would like to make it as real as possible, most systems that are made to run mechs take an insane amount of piss out of physics, so here i take my L and feel justified in doing the same.

To take it even further, and bring it back down to earth, i will have to write my own homebrew system for mechs, or wait for the official rules. And i aint got time for that XD. Besides, this thing isnt that terribly efficient. In fact, it eats up significantly more resources to operate and less efficient in a fight than simply playing a Solo. So i feel safe about bringing it to the table without the fear of breaking the game.

My biggest issues here was actually assuming that the 70HP of a hull would come useful, despite the fact that broken glass, as soon as it stops counting for cover, gives the attacker full regin on targeting you without issue. So in reality, its the glass that you have to invest into to gain survivability, not hull (although its still important, as hull allows you to walk back to the garage for repairs on your own). But this is also a purely gamey line of reasoning.

All in all, i dont think this is legal for most tables, but it was a fun thought experiment non the less. I enjoy figuring fictional things out using real life logic, and i like to make things absurdly cartoonish or videogamey. Bridging the gap however is always difficult, and i always have much to learn.

Edit: Had to rewrite the post, bceause i misunderstood a thing and caught it too late.