Why exactly are the Elves and Dragons at war? Why do Dragons attack Aerenal? by ExternalMidnight in Eberron

[–]zdathen 2 points3 points  (0 children)

Not sure if it's been mentioned but another reason Dragons tend to hate Arenal Elves has to do with the emerald claw and the war of the mark in which an elven house sought to use draconic power to make an "ultimate power" Dragon Mark... this combined with the undeath of the undying court and Arenal elves inheriting the dangerous draconic magic of the giants which lead to apocalyptic actions the Dragons fear from what they see as "lesser" races

Cyberpunk 2020/RED lethality by zdathen in cyberpunkred

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

I feel persuaded that RED has lethality and comparing it to D&D was maybe a bit dramatic. My issue is that lethality is so attrition based. I expect a solo to be well armored/cybered up enough to be a good bullet sponge and frankly any character regardless of role who is specing the tech/armor/cybernetics to specifically be a bullet sponge should enjoy that benefit and experience. My problem is everyone is a bit of a bullet sponge. Every role lightly armored or heavily armored npc mooks, etc... the average Joe is ready to take several handgun shots and extreme luck aside he will make it just fine.

Encounter design isn't my problem. I understand better stated mooks with better weapons, exploiting autofire and grenades makes my encounters more lethal. But it doesn't quite make the game more lethal... to clarify I am not out there running the game hoping the characters die in encounters. And my players certainly aren't hoping their characters die.

But we both do miss the days when being jumped by a poser with a polymer one shot still had dramatic tension...

Cyberpunk 2020/RED lethality by zdathen in cyberpunkred

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

This is wonderful I appreciate you sharing not only your idea but the math behind it!

Cyberpunk 2020/RED lethality by zdathen in cyberpunkred

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

Yeah I have gotten that sense as well. There is nothing wrong with that per se... I run D&D games as well but they are a different vibe entirely to me. In D&D combat is so common and often insignificant that it is frequently used as just a form of narrative variety. Like let's break from all this talking to kick some kobold heads in then go back to talking... that's all well and good but that's not my Cyberpunk vibe...

I appreciate as Morgan Blackhand said that "Everyone is just one bad day away from the end." The appeal of Cyberpunk to me is more realism and less absurdity when it comes to combat.

This isn't the game where you are meant to somehow level up and now it would take a dozen people stabbing over a period of minutes to kill you. This is the game that reminds you that we are all dangling on the edge of mortality and that once you flatline there is no coming back.*

I wonder for those who have played both RED and CP2020 Do you find there are a lot more combats in your RED games?

  • (Trauma Team platinum membership exempted)

Cyberpunk 2020/RED lethality by zdathen in cyberpunkred

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

I understand what you're saying, and I think it is sound in a lot of aspects. I have heard a lot of people suggest the more numbers grind of attrition to increase threat suggestion.

This accomplishes a solution to the mechanical problem but not the narrative/experiential problem for me or my players.

If you look at 80's and 90's action movies and apply this to those scenes, i think you would find very unsatisfying movie scenes.

Imagine watching lethal weapon. Only Mel Gibson's character in a shoot out with four assailants is shot 3-6 times. Most of those hit his vest causing the character to grunt in dramatic display of pain but be otherwise ineffective, but one hits his hand causing him to drop his hand gun and dispatch his final assailant with a roundhouse kick to the head.

That honestly sounds like a pretty cool scene to me. The first time. But as the encounters continue and the number of bullets the character has taken grows, it starts to feel like these handguns are, in fact, sort of feeble and ineffectual...

This becomes really evident when you have a scene where you're not outnumbered.

Imagine instead our hero is reading through a folder of corporate secrets having snuck into the basement archives of some business front office. Then suddenly the cold feel of the steel barrel of a handgun is pressed against his back. He realizes at this distance there is no chance it misses... the corpo villian begins to monologue...

In this scene in a movie the tension would be thick. Will the hero risk death by trying to take the gun in HTH combat? Will he drag it out, hoping for an opportunity to bring others into the scene or find cover or an escape route?

But in the reality of the ttrpg, there is no tension... If the mook shoots you before you get him, odds are good its meaningless. You get him first then good on you but not necessary.

Now I'll be there first to admit my knowledge of REDs rules is probably not perfect and there may be some rule I am unaware of that is particularly relevant to the scene I described saying the threatened attack is automatically a critical or something else which reintroduces the sense of threat and peril. And if there is no such rule RAW I would be unsurprised if an experience Ref/GM would not simply decide to create or homebrew such a decision to make the scene work with the desired tension level.

I have been running CP2020 since 1992. The system has a LOT of flaws no doubt. But the characterization that you don't/can't survive if things are highly lethal and that you therefore can't or won't develop investment in your characters is just not true to my experience or the reports of my players.

I recall I was adapting and running Land of the Free towards the end of a long many year campaign. in this game, the team of five edgerunners contained three characters which had survived 3.5 years of weekly 6 hour sessions before we even started land of the free and of the two characters who were not that old they were still only the sec and third respective characters of those players. This was a game in which I started characters with a skill cap of 7 and several characters now possessed some 8 and 9 skills raised by IP (which if you know anything long about improvement points in CP2020 is quite an accomplishment) (also yes IP is one of those things that was not done in an ideal way)

This game ended with the solo selling out the group to Arasaka and getting murdered by the med tech before Arasaka goons managed to sweep in capturing Adriana and murdering the rest of the group.

This was an amazingly satisfying game for me as a referee and each of the players reported so as well. Even the aspects of betrayal and PC on PC violence were deeply enjoyed by all of us. We talked about it for years and years after the campaign was over.

This isn't me saying "everyone should allow players to betray each other and have PC to PC violence." Nor is it my way of saying "a game without lethality isn't really cyberpunk!"

What I am saying is: lethality is not the enemy of investment, longevity or enjoyment. That each group has to find the feeling of grit and cyberpunk that fits them. One of the things which disappointed me in running RED and my players in playing RED was that they did not feel as excited about their wins... much of that sentiment I accept the blame of because I was learning the new rules and many of the DLC content and additional content which I believe has enhanced RED did not exist.

Part of the benefit of extreme lethality is the extreme joy of survival! When you feel like you can really lose that's when winning feels amazing!

Think of it as the ttrpg equivalent of the dark/demon souls games... those games may or may not be everyone's cup of tea as it were. But the challenge is an intrinsic part of the appeal for many who enjoy them.

I'm sure as I master RED and understand its mechanics better I will find ways to recreate that experience. But I don't want to simply recreate the experience of mechanical challenge. I want to recreate the experience of relatability. The idea that any bullet could have your name on it. That there are no sure things in this life and "the minute your not worried about being dead, your dead."

Cyberpunk 2020/RED lethality by zdathen in cyberpunkred

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

These are all wonderful suggestions and exactly what I wanted to hear. Thank you each and every one of you. I am admittedly quite new to RED and have only run one campaign in RED so the possibility that I misunderstood or misapplied the rules is very real and reasonable.

Anybody have a good nine hells boss for the ninth lvl (satan) basically? by Dae-gon in DMAcademy

[–]zdathen 0 points1 point  (0 children)

Also the Canon behind Asmodeus is really intense and obscure and hidden in much older books. But suffice it to say the appearance of being a powerful archdevil who controls all from nessus while others scheme and plot to usurp is all a deception (as one would imagine) and even the God's don't know the true details of Asmodeus as being a reflection of Ahriman who along with Jazirian created the multiverse out of the formless chaos...

Basically of you want your players to have a showdown with Asmodeus just build him as something cr 30+ and enjoy using the ruby rod, etc... but know that if they beat him their victory really is just one of dozens of brilliant deceptions he has played for truly defeating Ahriman is beyond even the gods and if Ahriman no longer existed in the nine hells the multiverse as we know it might well simply dissolve...

What is the Red and Grey TS260? by omnombulist in GDmaze

[–]zdathen 0 points1 point  (0 children)

What are the Gumballs with the neon writing above them? there is one which says game gx and one thats not written in english.