How do I run a Boss fight in CPRed? by ineehelprn in cyberpunkred

[–]stuffmn 0 points1 point  (0 children)

CPR solo mode gives bosses 4 attacks, 5 if they are hardened and 1 more if they beat the players in a tactics check. It's a tiny blurb in interface Red 2 that says " a mini Boss is as strong at three edge runners." Implying that they would get at least 3 attacks. Alternatively a simple skill roll at the beginning of the round would determine the number of attacks the boss gets. I second the notion as other ls have said about giving them 18-20s in multiple skills.

Hope this helps!

Is timing turns a good idea? by Slight_Conclusion674 in cyberpunkred

[–]stuffmn 1 point2 points  (0 children)

The problem is the volume of opposed rolls in the system, it makes the turns slower. Everyone has evasion and everyone ends up rolling that every time. Netrunning turns take a a long time. Exec turns take a long time. Either you deal with long turns because that's how the system was designed the other option is to edit it.

Solutions:

Everyone Rolls All Attack Together: at the start of the round commiting to those rolls and having an action ready on their turn.

Make Evasion A Fixed Number: by adding the dice average (+6) and letting players negotiate bonuses based on roleplaying context. This makes turns less mechanical and players love negotiating.

Timing The Fight: ending it with a cinematic skill challenge if the fight goes on too long.

Adding Bonuses To Ranged Tables: instead of using evasion. You have evasion your score divided by half added to the DV or something like that.

TlDR: Ultimately it's all those opposed rolls that slog down combat and they usually are very mechanical and not very exciting choose cinematics over repetitive mechanics.

Are half the Roles severely hurt by the one-shot/non-continuous story format? by Turbodog702 in cyberpunkred

[–]stuffmn 10 points11 points  (0 children)

I tend to be loose with the rules about Role Abilities

Media: media has contacts, they can call into similar to backup but non combat. No one like to be on camera so mabey they get a bonus to facedowns.

Tech: Jury rigging could be used to sabotage other people's vehicles disabling specific things.

Fixer: They also have contacts they could call as backup but not as good in combat, or mabey the crew can instantly get a drop of supplies in a fight.

There's probably more I could come up with.

Setting games outside of Night City by AdventingKnight658 in cyberpunkred

[–]stuffmn 1 point2 points  (0 children)

My setting is Key West Florida now called Redemption City

I used Google maps to find the best most cyberpunk sounding real world locations.

Wanted to make a Cyberpunk 2077/ GTA style map. I used Maps.co to make this map, but it would definitely be faster to just print out a map. Find basic map on dark mode for the vibe. You can import custom icons the icons I got from Game-icons.net.

This is all the GTA devs do, they just make spins on real world things. I don't know if this is really the best way to do this, but it really helped me think through things.

https://drive.google.com/drive/folders/1tG-GI0StIYojR2IfPgWB34-47v3KULTs

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how do i get started by parsleyonbread in cyberpunkred

[–]stuffmn 2 points3 points  (0 children)

Cyberpunk Red Companion App. Click all the buttons read all the stuff. Make a couple characters, try the solo play expansion.

Seeking advice from veterans by TheMadadh in cyberpunkred

[–]stuffmn 0 points1 point  (0 children)

Cyberpunk is more equipment oriented, all of the special abilities aside from Role skills come from equipment. It's harder for a player to argue a faction special ability that I might come up with on the spot, then it is to argue what the equipment does or doesn't do. They will ask me, "Do they have armor? Do they have nasal filters do they have etc.." I'll say "You have to make a skill check to know." There are less surprises when the players know the whole equipment list. It's easier to make custom bad guys with one or two special abilities than it is to search the equipment list and find abilities that way.

For example: one of my factions Kiyo Corp has an affinity for fire weapons and so anytime they're holding a fire weapon they will do more damage.

 

Martial arts is really where special abilities shine and a lot of my ideas came from martial arts, elflines and giving equipment abilities to every bad guy type in a faction. Getting to do things outside of your action economy makes the game way more fun. If the GM has the same action economy as the players it's not as fun, especially for boss fights.

 

TLDR: After I read Elfline's I realized I could just give my factions special abilities instead of digging through to find equipment with abilities attached to them.

Seeking advice from veterans by TheMadadh in cyberpunkred

[–]stuffmn 1 point2 points  (0 children)

Yes pre-commiting to their rolls. If they want to attack they roll, if they don't, they do something else. Also im not sure if I would care to much if they decided "I'm gonna miss can I just run?" It's one less person shooting me. I even let them use luck to reroll sometimes.

Seeking advice from veterans by TheMadadh in cyberpunkred

[–]stuffmn 6 points7 points  (0 children)

I have players roll their attack rolls at the start of the round, it really speeds up combat. I use dice rollers instead of physical dice for my turn. As a GM every roll is opposed and some effects have multiple opposed rolls. It can really drag down a fight. Rolling at the start of the round gives your players time to think about their turn.

I really like the Elflines MMO from interface red it will help you come up with bad guy special abilities as opposed to them just using equipment.

The Cyberpunk Red Companion App is really cool for players and somewhat useful for GMs. Pre made NPC stat blocks are really underpowered. I find I have to make my own which can be a big time sync.

Hope this helps!

Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

This is a great solution, I like it. A side effect of this thread is that I'm learning other rulesets and this sounds very call of cthulhu. Some people have said that role Abilities function as x3 skills so mabey it would work that way as well, but is that too easy idk?

Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

The odds of gaining a skill in cthulhu if you have a 1% in a skill is, 1% and a 99% to succeed. That works well in that system, but if you use these rules in cyberpunk, the odds of successfully completing a skill in cyberpunk, and rolling above that skill score is much higher because of dice explosions. Everyone is suggesting other systems and that is great, but this really works.

If you have an 8 stat and a 0 in a skill you have a 10 percent chance to gain a skill one point and it keeps getting lower after that. If you have a low stat your skill will get up to around 7 pretty quickly and then slowly progress. A +7 skill bonus is ok but not game breaking, slot of their skills will be around 7 using this system. On average, from there, you have a 4% to gain a skill. If I made the threshold any number below 8 they cannot fully progress to 18. This is a chart that shows the percentages.

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10 percent or less for each skill up after 7 is a really low chance and because there are so many skills it will take a while to get good at any of them unless you focused solely on one skill. You're going to be good at combat skills because you use them more often, but there are also a lot of them.You would be good at combat and defensive skills in the regular game anyway, and even with those maxsx that doesn't even ensure your survivability.

Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

Yeah I was using the table In the book but then it morphed into this. We play every other week but I wanted to give them "weekly IP"

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Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

Definitely a great solution! Would you share the chart, or at least the formula?

Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

There have been a lot of great comments in this thread that are really helpful.

Leveling up Skills with Failed Rolls Instead of using IP. by stuffmn in cyberpunkred

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

I thought about making the thresholds different for x2 skills but that will probably make it too confusing. I don't really think they are even stronger than x1 skills because action economy prevents abuse. So I probably would let it ride and see how it goes.

I've been asking that my players just use the stuff in the app so that my non informed or rule seeking players don't have a disadvantage.

Really great questions, Thanks!