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gian9959

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A member registered Oct 28, 2020 · View creator page →

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Regarding rules for vehicles, I don't really know how I should approach it. The way I see it, in a system this lightweight a lot of it is already covered by basic skill checks.

Having rules for quickly creating NPCs could be useful, I'll consider it. Maybe I will write a separate manual with enemies, could be interesting.

When it comes to coverting prices, apart from cyberware and cyberdecks, I think most items could easily be translated with a 1:1 conversion.

No problem! 

(2 edits)

Bear in mind that BTM is not like armor, if you ever get to the step when you are subtracting BTM from damage then you always suffer at least 1 wound.

Kevlar has an armor rating of 2. This means that every weapon that does more than 2 damage inflicts at least 1 wound to the target, this includes SMGs, shotguns etc.

Also, a kevlar vest doesn't cover the arms. So 350 cr. would not be sufficient to cover the whole body with at least a rating of 2.

There are some overpowered combos, that's what also happened in the original Cyberpunk2020 (which the combat for this game is based on). If anything I nerfed armors a lot when making this game. The main advice I can give is that players going around with big guns and heavy armor ultimately attract the wrong kinds of people... with even bigger guns and heavier armor.

I updated the file with the healing rules and combat stimulants

The term crunchy here mostly applies to the combat rules. When making attacks you follow a lot of steps, sometimes multiple times (tracking the damage and location of every single bullet for example). So I guess in this case it means "procedures heavy" more than "math heavy" because, even if calculations are done multiple times for a single attack, the math is very simple (mostly adding or subtracting low numbers).

Overall in the game I tried to keep complexity as low as possible (therefore I used the term "streamlined" to describe it), but I kept these rules in because I liked the "realism" and danger that they brought to combat.

(2 edits)

We should definitely include more examples in the manual. They will be some of the first things we will include in the next version.

When a player casts a spell they make a sentence of at least two words of power (connected by prepositions as they wish). Their intentions are described inside that sentence, with only the words of power they have and as best as they can. It’s up to the GM to interpret the sentence and see if the intentions are described with enough details or if there are other consequences or effects they did not consider. The more words you say the more specific the spell may get, but higher is also the WIL you pay if you fail the save.

Having spells with only one word can make it very hard to judge situations for the GM. One word spells are also a bit too powerful in my opinion. The objective of the game is to encourage the players to use their creativity in combining words, having the limitation of at least two words helps with that in my opinion. One word is not enough and by including the second word they try to not make the spell do something unexpected, so maybe they include a third word and so on… Otherwise they would just use powerful one word spells all the time.

Hopefully this was helpful! Stay tuned for more updates to the game and thanks a lot for the feedback.

Thanks! We're still in development for this game, so stay tuned for more updates!

I REALLY wanted to buy this in physical form but I live in EU so I can't really afford shipping. Maybe one day I will buy it anyway, in the meantime I'm going to download the community copy. BTW is the community copy a full copy of the book? Seems too good to be true!