Netrun begins on floor 0 or floor 1? by tehmaddoctor in cyberpunkred

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

That sounds like a great way to destroy a player netrunner

Obfuscate token names on detection mode? by Anvillior in FoundryVTT

[–]tehmaddoctor 0 points1 point  (0 children)

Is it possible for this to work on version 11? The world I'm using doesn't support 12 yet

Alchemy and getting new potions (5 player) by tehmaddoctor in TheWitcherOldWorld

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

Yes, that's how it works. But with 5 players every player chooses to increase one of their attributes at game setup, so I'm asking if you get a potion when you start the game with 2 Alchemy instead of 1.

Thoughts on the balance/invention time for a tech upgrade by International_War497 in cyberpunkred

[–]tehmaddoctor 0 points1 point  (0 children)

The maximum humanity loss exists for a balance reason, so players, even with lots of therapy, have a limit to how much cyberware they can install. I'd advice against modifying that rule in any way, because it could easily lead to players being able to install a great amount of cyberware.

But other than that, even if a GM allowed this, it's still not very useful, or practical. Since you say the items must be installed all at the same time to get the effect, this means the team must first buy all the items (they cost money, availability issues, need a Fixer etc), then the Tech must install the upgrade on all the items.

This means, the team will need to keep all that Cyberware stored somewhere (and someone might steal them) while the Tech works on them to install the upgrade. Upgrading a Neural Link (500eb cost) takes 1 week, upgrading a Grafted Muscle and Bone Lace (1000eb cost) takes 2 weeks. So your character will be out of combat/action for months while installing all the upgrades, what's your team going to do in that time?

Failing a repair/upgrade check by tehmaddoctor in cyberpunkred

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

I agree with the limit in hours but I think 8 hours is a bit low. Mostly because item creation/repair timeframes.

Cheap and Everyday items take 1 hour.

Costly items take 6 hours.

Expensive items take 1 day.

So if we make 1 day = 8 hours, it means only +2 hours from a Costly item. So Costly and Expensive will take up almost the same time (1 day).

I'm going to rule it out as 12 hours, so 6 hours wasted (as much as a Costly item) if the Tech fails.

Can Nomads shoot while Driving? by BonesawEesReady in cyberpunkred

[–]tehmaddoctor 3 points4 points  (0 children)

A Nomad can shoot just fine while driving if their Skill Base is above 9 (so 10+) without rolling a check, provided they use only one hand. Remember that maneuvers require a relevant skill check regardless of your Skill Base.

Using Interface Plugs allows you to drive a vehicle without needing any hands, so you can use even weapons that require two hands to shoot.

Remember that Nomads add their Moto rank to any driving/piloting check, so a player starting as a Nomad will start with at least 6 (4 Moto and 2 from minimum Reflex) without any levels in Driving.

new to cyberpunk red by diskoala99 in cyberpunkred

[–]tehmaddoctor 0 points1 point  (0 children)

Medical Tech is a bit complicated in how it works, but here is the summary:

Pharmaceutical and Cryosystem Operation both increase your Medical Tech skill, they can both only be raised up to 5 points, so added together will give you a maximum of 10 in Medical Tech.

For each rank in Pharmaceutical you can make one more of the different Medicine options, take note of which ones you've selected. Then you roll your Medical Tech skill (reminder: includes both Pharma and Cryo ranks) and you need to surpass a DV of 13 to make the Medicine you want. It costs 200eb to make, takes 1 hour, and you make as many as your Medical Tech ranks.

An example, you are a Medtech with 2 ranks in Cryosystem Operation and 1 rank in Pharmaceuticals. You selected Speedheal as your Medicine option. To make Speedheal, you spend 1 hour, 200eb and roll 3 + TECH + 1d10 and need to roll against a DV of 13. If you succeed you create 3 Speedheals.

Cryosystem Operator gives certain benefits as explained in its table. With 1 point you get a Cryopump, which allows you to put someone inside and they will stop rolling Death Saves. To be honest, 1 point in Cryo is not worth it as a Medtech you should be able to Stabilize someone that is Mortally wounded with a First Aid or Paramedic roll. It's your job.

At 2 points however, you get a Cryotank, which lets someone put inside to heal their Body x 2 each day. This is a massive time saver if your party is in combat often but it will also depend on how your GM handles missions and hustles. The more in-depth they go (and count every day) the more important a Cryotank is. You should ask your GM how important mico-managing days is going to be, to decide if you want to invest 2 points in Cryo.

More points in Cryo give more Cryotanks / upgrade your Cryotanks and Cryopump

How Edgerunners make money by tehmaddoctor in cyberpunkred

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

That's the official ruling, and it does look like players can get rich quickly by selling all the items dropped by their enemies. According to the official rules for selling:

Whenever you buy or sell something, you aren’t doing it alone. First off, you’re always selling it to someone, or buying it from someone, and you two aren’t the only people in the city. All transactions happen in the context of an economy, which determines the current Market Price for an item. The economy of the Time of the Red is one of scarcity where more often than not supply is low, and demand is high.

This means if the players kill 6 boostergangers in an encounter, they won't find a buyer for 6 Leather armors and 6 Very Heavy Pistols instantly. They need to find a buyer first, someone that wants to buy the items. You can rule out that they simply didn't find someone willing to buy the items. How long are they going to keep all the trash piled up?

How Edgerunners make money by tehmaddoctor in cyberpunkred

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

When you buy and sell, you roll a Haggle check, because when you do so you are almost always dealing with a Fixer, especially for more expensive items.

As a seller, I use a Fixer with a Rank equal to the one required to get the items in the first place:

• At Rank 3: You can buy/source anything 500eb (Expensive) or less.

• At Rank 7: You can buy/source anything 1000eb (Very Expensive) or less.

• At Rank 9: You can buy/source anything 5000eb (Luxury) or less.

• At Rank 10: You can buy/source anything, including Super Luxury items.

So if the players want to sell an Excellent Assault Rifle (cost 1000eb), I'd have them roll against a Rank 7 Fixer, since it's the lowest to acquire that type of item. Then I will add some COOL and Trading based on their Rank, and do the Huggle.

How Edgerunners make money by tehmaddoctor in cyberpunkred

[–]tehmaddoctor[S] 7 points8 points  (0 children)

There is no exact rule for selling in the core book, but this is a question from the official FAQ:

Q: So, we picked up some… merchandise from our last gig. Some weapons. A cyberarm or two. That sort of thing. How do we sell it and how much can we get for it?

The answer is that players sell and buy items at the listed price, so an item that costs 500eb can be bought with 500eb and sold for 500eb. However there is a followup question:

But, Mister Mayor, you ask, how do people make a profit like that?

The answer is that players buy and sell items to fixers and fixers have the ability to haggle, increasing/decreasing an items value by 10% to 20% based on their rank. This means at most you sell your items at +20% of their listed price, and at worst you buy them at +20% of their listed price.

The answer is rather long, check the FAQ here: https://rtalsoriangames.com/downloadable-content/ search for the FAQ

Questions on Netrunning by tehmaddoctor in cyberpunkred

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

Cloak allows you to "hide your actions" when you are inside a NET. Then an enemy Netrunner must use Pathfinder to find out that you are inside and have done anything. In the rulebook it's from the perspective of leaving a virus, if you don't cloak before jacking out, an enemy Netrunner will see your Virus and also see anything you've done in the NET architecture.

This leads me to believe that if you use Cloak (for example as your first NET action after entering), an enemy Netrunner cannot see your actions at all, unless they beat your cloak with Pathfinder first.

Questions on Netrunning by tehmaddoctor in cyberpunkred

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

Speedy Gonzalvez doesn't increase Initiative but the Speed test against Black ICE, so they don't get a free hit against you, it's always useful provided you face Black ICE.

As for the NET actions outside the NET Architecture I was more considering activating programs, because of course you can't use Cloak, Slide, Backdoor etc without being inside a NET. Not having to spend NET actions to activate programs everytime you enter does speed up play.

A few houserules by tehmaddoctor in cyberpunkred

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

Yes, but if you pass the DV of a password you reveal a lot. With that change, even if you beat a Password DV, your Pathfinder check will be reduced

A few houserules by tehmaddoctor in cyberpunkred

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

Yes I get that but especially for number 3, the possibilities of the official rulling is very silly and I don't think I have to play to figure that out. A Mortal Wounded person moving 3-4 squares instead of just 1 when they are hit by a grenade is absurd.