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Pixel Grotto

Member
Oct 27, 2017
894
Got another question to throw in the mix here - with all the current interest in Cyberpunk 2077, I was wondering if anyone has experience running or participating in games based on the original IP, Cyberpunk 2013, or its 2020 variant? And how is the system?

I'm thinking I might give the sourcebook a read at some point prior to the release of the game - mostly just for fun, but would be cool to read some takes from you guys.
 

Ultron

The Fallen
Oct 25, 2017
2,763
Got to play a one-shot of Misspent Youth at Origins over the weekend. I enjoyed it quite a bit. If you haven't heard of the game it's about angry teens rebelling against an oppressive authority. It certainly appealed to me immediately because I always really like game that have collaborative world building at the jump as this one has you define your dystopia and the ways in which the authority controls it. I also really enjoyed how it has a well laid out organization of scenes for each session, and how the conflict resolution is a thing that happens for the group and scene as a whole, instead of being a per character thing. This causes a nice ramp up of tension in each scene. Really fun game!
 

Speely

The Fallen
Oct 25, 2017
7,992
Got another question to throw in the mix here - with all the current interest in Cyberpunk 2077, I was wondering if anyone has experience running or participating in games based on the original IP, Cyberpunk 2013, or its 2020 variant? And how is the system?

I'm thinking I might give the sourcebook a read at some point prior to the release of the game - mostly just for fun, but would be cool to read some takes from you guys.

Cyberpunk 2020 is great, but the mechanics are a bit inelegant iirc. At the very least, they are divergent enough in certain areas to perhaps raise an eyebrow. Things like ranged attacks having a different kind of resolution than melee attacks makes sense logically, but as a game, it can feel awkward.

That said, it's a quite comprehensive system and allows for lots of flexibility in regard to builds since anyone can invest in almost any skill (and everything is skill-based.) The options for cybernetic upgrades are abundant as well.

It's kinda crunchy/specific in a D&D 2e sense, but it works well for what it is.

As far as the setting material, CP2020 and related books from that era knock it out of the fucking park. That's what kept my friends and I playing. There is a wealth of material there to dive into, and it's really well done. Mike and co poured tons of content/lore into the setting, and it feels absolutely alive and real.

TL;DR Good system, if a bit outdated compared to more modern TTRPGs, and amazing setting content that manages to feel like its own thing despite how much the genre has been covered.
 

Pixel Grotto

Member
Oct 27, 2017
894
Cyberpunk 2020 is great, but the mechanics are a bit inelegant iirc. At the very least, they are divergent enough in certain areas to perhaps raise an eyebrow. Things like ranged attacks having a different kind of resolution than melee attacks makes sense logically, but as a game, it can feel awkward.

That said, it's a quite comprehensive system and allows for lots of flexibility in regard to builds since anyone can invest in almost any skill (and everything is skill-based.) The options for cybernetic upgrades are abundant as well.

It's kinda crunchy/specific in a D&D 2e sense, but it works well for what it is.

As far as the setting material, CP2020 and related books from that era knock it out of the fucking park. That's what kept my friends and I playing. There is a wealth of material there to dive into, and it's really well done. Mike and co poured tons of content/lore into the setting, and it feels absolutely alive and real.

TL;DR Good system, if a bit outdated compared to more modern TTRPGs, and amazing setting content that manages to feel like its own thing despite how much the genre has been covered.

Thank you! I'm gonna read through the source book and check out some of the supplements - is there a particular module you'd really recommend? I don't think I'll actually run a game (maybe) so this is primarily for fun and me just soaking in some good lore before the CD Projekt Red game is released.
 

Speely

The Fallen
Oct 25, 2017
7,992
Thank you! I'm gonna read through the source book and check out some of the supplements - is there a particular module you'd really recommend? I don't think I'll actually run a game (maybe) so this is primarily for fun and me just soaking in some good lore before the CD Projekt Red game is released.

Chromebook is a must.
 

robotzombie

Member
Oct 25, 2017
2,851
okay, D&D build question:

I'm making a hexblade warlock (melee build) and I rolled some pretty awesome stats: 17 17 16 14 10 10

I'm gonna go half-elf, so right off the bat I can put 16 into cha to get 18 total, and 17 into dex and con to get them both at 18 as well.

However, I can also put one of the 17s into cha to get it to 19, and then at lvl 4 take elven accuracy and bump it to 20. If that happens though, one of the other stats is gonna be stuck at 17 (16 + 1 from half elf).

Any suggestions which way to go on this? Is it better to quickly get the 20, or just have 3 18s right at the start? If that is the case, i wont get 20 cha for a long time because I want 3 different feats.

Lastly, whats the best 4th stat to dump the 14 into?
 

Noisy Ninj4

Member
Oct 25, 2017
883
I'd recommend picking 19 charisma with elven accuracy as your first feat. Keep your 17+1 in constitution. Since hexblades can use medium armor, 14 dexterity is sufficient for AC purposes, but 16 is fine too if you want to pick up medium armor mastery or something.. Put your next highest score into wisdom, perception is super useful and the saves are for some real bad stuff.
 

Speely

The Fallen
Oct 25, 2017
7,992
I'd recommend picking 19 charisma with elven accuracy as your first feat. Keep your 17+1 in constitution. Since hexblades can use medium armor, 14 dexterity is sufficient for AC purposes, but 16 is fine too if you want to pick up medium armor mastery or something.. Put your next highest score into wisdom, perception is super useful and the saves are for some real bad stuff.

This is good advice. The faster you get to 20 Cha on a Hexblade, the better. There are some great feats they can take advantage of as a SAD subclass. Dex 14 and Con +3 are great otherwise, and you got that covered.

Charisma rules everything for you. Assuming you are going Pact of the Blade, make sure to take Thirsting Blade and Lifedrinker for Invocations (once you can.) Take Agonizing Blast and then either Grasp of Hadar or Repelling Blast (or both) for some very economical battlefield control.

Your scores are awesome.

17×2 Cha. Next ASI Elven Accuracy for 20 Cha and triple advantage. Whew.

14+1 Dex. All you need. Just go half-plate once you can since screw stealth, you are a meat grinder. With shield your AC is 19 but with a glaive it's 17 in return for 3 attacks. I would go glaive. I put the +1 here because if you raise it to 16 at some point via feat, it improves one of of your 3 big saves. Could also take Medium Armor Master to maximize this.

17+1 Con. Amazing for both HP and the fact that you have no proficiency in Con saves. If you later pick up Resilient: Constitution, stock up on Concentration spells. Until then, you at least have a +4 to all Con saves. Not horrible.

10 Int. Average is ok for you. Better than literally every point-buy Hexblade.

16 Wis. This is useful for everyone, and it helps out one of your good saves. No need to go higher ever, though, unless you MC into Monk, Cleric or Druid, which you should not (imo.)

10 Str. Athletics matter in most campaigns, so consider at least taking it as a skill proficiency. Still very useful even with a low Str, and scales.

Have fun! Hexblades are insanely fun gishes.

Edit: your scores make it possible to take all feats every ASI. Once you reach 12 Warlock, consider Fighter (BM or Champ) 8 for 3 more feats, assuming you go all the way to 20. Even if not, Fighting Styles can add a lot, and Action Surge is like a big red nova button. If you have Elven Accuracy, I would strangely suggest Champion over Battlemaster in this case. BMs are better in almost every other situation, but a multi-attack build with Elven Accuracy means that your crit chance greatly increases, and by that time you are likely to have a slot to spend on Eldritch Smite, which melts faces out of existence on a crit. Like 100+ damage on one hit type of shit. It's silly.


But really, pure Hexblade would be just fine. Lots of folks like to treat the subclass as a gimme dip, but they are awesome on their own as well.
 
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Pixel Grotto

Member
Oct 27, 2017
894
I think a while back here I mentioned that I was going to run a one person + one DM campaign with my brother that was inspired by the Ace Attorney and Professor Layton games and focused on urban intrigue. After four months of playing online via Roll 20, we finally wrapped it up!

tumblr_patsttQVHK1r2pn8uo1_540.jpg


My bro was playing as Lester LeFoe (on the left), an Inquisitive (Rogue subclass, using the rules in Xanathar's Guide to Everything) and I was playing as Claudia Copperhoof (on the right), a Mastermind (also a Rogue subclass). Both of the characters were private detectives trying to investigate an assassination attempt on their king and I intentionally patterned them after Phoenix Wright and Maya Fey, though they quickly developed their own personalities over the course of the adventure. The city they explored was a setting that my brother had created for a self-published fantasy novel entitled The Thirteenth Hour, and the reason that I chose to set the campaign in a world of his own creation is because my bro's relatively new at D&D and we had a limited amount of time each week to play - only about one to two hours. When you're working with a single player whose time is valuable, IMO it's a good idea to give them a campaign set in a universe that they already understand in order to quickly create familiarity. Keeping that in mind, I also started the adventure at level 3 to give my bro instant access to the detective abilities that the Inquisitive gets at that level, as well as to avoid some of the high potential for death that fills levels 1-2. Overall, the campaign was heavy on role-playing and perfect for just one person.

I wrote up some more thoughts on how I planned out the whole thing and some strategies I formulated for DMing for one person on my blog if anyone's interested. I also filmed all of our Roll 20 sessions and stuck 'em on YouTube!

Here's some more materials I made to supplement the adventure and some screenshots... The little character figurines were created via HeroForge.

tumblr_patsttQVHK1r2pn8uo3_1280.png


tumblr_patsttQVHK1r2pn8uo2_1280.png


Investigating a crime scene...

tumblr_patsttQVHK1r2pn8uo6_1280.png


Battling a teleporting crocodile in the sewers (I was somewhat inspired by the teleporting crocs in Divinity: Original Sin II, haha)

tumblr_patsttQVHK1r2pn8uo4_1280.png


Befriending a secret society of thieves lurking under the city...

tumblr_patsttQVHK1r2pn8uo7_1280.png


The final battle of the campaign, which took place in the town square! A poison gas bomb was released into a crowd of nobles, paralyzing them, and our characters had to dodge in and out of their ranks and shoot crossbow bolts at the enemy. The grey squiggles represent smoke from a smokescreen bolt. It got chaotic but in a fun way - as you can see on the left I simplified Initiative by having all the "enemies" and "allies" go at once.

tumblr_patsttQVHK1r2pn8uo9_1280.png


Anyway, I've got a sequel in mind that I'm going to start planning soon!
 

Speely

The Fallen
Oct 25, 2017
7,992
Pixel Grotto, that sounds awesome!! What a cool idea. Lol @ that croc.

On a different note, nerds, take this long quiz to find out what D&D character YOU are.

http://www.easydamus.com/character.html

Apparently, I am a

Chaotic Good Elf Sorcerer/Rogue (3rd/3rd Level)


Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 15
Intelligence- 12
Wisdom- 14
Charisma- 16


Those ability scores are too good. I answered honestly, but damn... I would love to roll those lol.
 

Noisy Ninj4

Member
Oct 25, 2017
883
Ended up a True Neutral Halfling Wizard. The scores are actually pretty optimized for it, neat.

Strength- 11
Dexterity- 13
Constitution- 14
Intelligence- 16
Wisdom- 13
Charisma- 11
 

Kuldar

Member
Oct 26, 2017
1,448
Lawful Good Human Paladin/Bard (2nd/2nd Level)

Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 14
Intelligence- 14
Wisdom- 14
Charisma- 12


Paladin/Bard with 12 for charisma? Ho boy...
 

Jader7777

Member
Oct 26, 2017
1,211
Australia
okay, D&D build question:

I'm making a hexblade warlock (melee build) and I rolled some pretty awesome stats: 17 17 16 14 10 10

5e is very easy, you barely need to optimize, you've already got 3 16+ stats which added with prof is +5 at level 1, which means you need to roll a 4 or lower to miss a DC10. Getting to 20 in stats is nice, but your prof mod goes up regardless of your stat investments so you can't lose in that sense.

Str 10 - You don't need this outside of carrying capacity
Dex 16 - Raises your AC, is a popular save
Con 17 - Raises your HP, concentration for spells, is also one of the worst saves to fail in most cases.
Int 10 - Only useful for knowledge skills and wizards, don't need it.
Wis 14 - Perception is a common skill to use, the second most popular save in the game.
Cha 17 - Your damage and DC scale from this.

Damage is easy, just get all the 'charisma to damage' features. You also will want to get eldritch blast which is ez mode pew pew and always deals optimal damage. You could get a level in Fighter for the Dualing fighting style (flat +2 bonus) or Rogue for a potential 1d6

AC is easy, just get 16 dex, wear half plate, get the Medium Armour Master feat and you've got 18 AC, get a shield and that's 20AC. Anything over 20 is overkill for the most part, don't bother.

HP is more difficult. Never roll, always take average and then pick up the toughness feat. There really isn't any easy way to boost this outside of getting barbarian levels or trying to use magic for temporary hitpoints.
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
I ran my first 2d20 system game last night with Star Trek Adventures, it went pretty well. Like the other games in the system (Tales from the Loop, Mutants: Year Zero) it's very open narrative and relies on a good group of players who will roleplay to get the most out of it.

---

Did someone start a new text-based D&D adventure?
 

Jader7777

Member
Oct 26, 2017
1,211
Australia
Has anyone played RPGs with their kids? I've heard good things about 'No thank you, Evil!' But was looking for personal recommendations

What age are they? No Thank You, Evil is for 6-12 year olds. Fate Accelerated is also a nice light system.

Kids really like fun maps and cool miniatures, as long as the system is simple enough they will be happy to play.
 

bear force one

Attempted to circumvent ban with alt account
Banned
Oct 26, 2017
4,305
Orlando
I'm good with this.

You Are A:

Neutral Good Human Ranger/Rogue (3rd/3rd Level)


Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 11
Intelligence- 16
Wisdom- 14
Charisma- 16
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
Ah yeah, I see:

You Are A:

True Neutral Human Fighter/Wizard (2nd/2nd Level)


Ability Scores:
Strength- 15
Dexterity- 17
Constitution- 16
Intelligence- 14
Wisdom- 15
Charisma- 12

How very interesting, I might role that class lol
 

Li Kao

Member
Oct 25, 2017
1,716
Hey guys, long time no see ! My Lost Mine of Phandelver duet campaign has been on pause for several months but the itching is here, we will see.
On the topic of 'man, these rpg players make interesting things with their hands', I'm interested in printable maps today. I see a lot of really nice maps on sale, but how on earth am I to print and assemble these things in a good looking way ? I imagine adhesive will look like trash, no ?
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
No idea on how to make the maps, but looking at them is one of my favourite things to do on twitter now. Some really creative people out there doing this as a hobby, when I'm thinking it should be their job haha

---

I've ran a few sessions of Star Trek Adventures now, and while the core book itself is all over the place for finding information and rules quickly, the system itself is easy to pick up and play. It's open and very heavy on the shared narrative drive. Failures aren't death or the end of the game, but instead add tension and drama to the scene. Momentum can be used by the players to improve their successes too, which is a great tool. The only draw back is that it's such a niche setting and genre it's difficult to find players where I live to play it outside of my friend group haha
 

Li Kao

Member
Oct 25, 2017
1,716
We had a blast today with the boring and shitty half written side quests of Phandelver, but reading through the remaining of the chapter I'm wondering how my duet player will be able to survive without me heavily scripting some combats in her favor. I mean she still has the side quest with 7 orcs, 1 double hp orc and an ogre, and then there is a Young fucking Green Dragon waiting for her four characters to one shot. I mean, the thing does a mean two attack combo of 37 damages (and 7 poison too), or an acidic cone that can go to 42. Theoretically, the players 'only' have to bring it to half hp to fly away but I think there is a real risk that the condition change to 'put down 1 or 2 characters befor flying away' in our case.
 
Last edited:

filkry

Member
Oct 25, 2017
1,890
About to start my first Dungeon World campaign, and my first campaign with evil players. It's going to be a heaven vs hell with mortals trapped between type setting, inspired by Shin Megami Tensei, FFXIV: Heavensward, and Devil May Cry.

I'm super excited! I have ideas without end, but I'm used to improvising sessions so I'm confident I'll be able to avoid railroading. :)
 

dragonchild

Member
Oct 26, 2017
2,270
My tabletop RPG project will be ready for alpha testing soon. I think I said that before, but the only combat section left is vehicles (blargh), so I think I mean it this time.
 

Ultron

The Fallen
Oct 25, 2017
2,763
I have managed to haphazardly assemble a group that's into playing one-shot games after a while not playing locally. Got to run two sessions of Dungeon World, have characters set up for The Sprawl, and played a few hours of Fall of Magic, which is always a delight.

Just gotta build them up to Blades in the Dark with a few more Powered by the Apocalypse games.
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
A leak suggests the new D&D Campaign setting will be a crossover with Magic the Gathering. Rather disappointing after all the other things it could have been.
 

Gamble

Member
Oct 29, 2017
12
I think a while back here I mentioned that I was going to run a one person + one DM campaign with my brother that was inspired by the Ace Attorney and Professor Layton games and focused on urban intrigue. After four months of playing online via Roll 20, we finally wrapped it up!

tumblr_patsttQVHK1r2pn8uo1_540.jpg


My bro was playing as Lester LeFoe (on the left), an Inquisitive (Rogue subclass, using the rules in Xanathar's Guide to Everything) and I was playing as Claudia Copperhoof (on the right), a Mastermind (also a Rogue subclass). Both of the characters were private detectives trying to investigate an assassination attempt on their king and I intentionally patterned them after Phoenix Wright and Maya Fey, though they quickly developed their own personalities over the course of the adventure. The city they explored was a setting that my brother had created for a self-published fantasy novel entitled The Thirteenth Hour, and the reason that I chose to set the campaign in a world of his own creation is because my bro's relatively new at D&D and we had a limited amount of time each week to play - only about one to two hours. When you're working with a single player whose time is valuable, IMO it's a good idea to give them a campaign set in a universe that they already understand in order to quickly create familiarity. Keeping that in mind, I also started the adventure at level 3 to give my bro instant access to the detective abilities that the Inquisitive gets at that level, as well as to avoid some of the high potential for death that fills levels 1-2. Overall, the campaign was heavy on role-playing and perfect for just one person.

I wrote up some more thoughts on how I planned out the whole thing and some strategies I formulated for DMing for one person on my blog if anyone's interested. I also filmed all of our Roll 20 sessions and stuck 'em on YouTube!

Here's some more materials I made to supplement the adventure and some screenshots... The little character figurines were created via HeroForge.

tumblr_patsttQVHK1r2pn8uo3_1280.png


tumblr_patsttQVHK1r2pn8uo2_1280.png


Investigating a crime scene...

tumblr_patsttQVHK1r2pn8uo6_1280.png


Battling a teleporting crocodile in the sewers (I was somewhat inspired by the teleporting crocs in Divinity: Original Sin II, haha)

tumblr_patsttQVHK1r2pn8uo4_1280.png


Befriending a secret society of thieves lurking under the city...

tumblr_patsttQVHK1r2pn8uo7_1280.png


The final battle of the campaign, which took place in the town square! A poison gas bomb was released into a crowd of nobles, paralyzing them, and our characters had to dodge in and out of their ranks and shoot crossbow bolts at the enemy. The grey squiggles represent smoke from a smokescreen bolt. It got chaotic but in a fun way - as you can see on the left I simplified Initiative by having all the "enemies" and "allies" go at once.

tumblr_patsttQVHK1r2pn8uo9_1280.png


Anyway, I've got a sequel in mind that I'm going to start planning soon!


This sounds like it was an amazing experience, I wish I could find a campaign this intriguing to play online.
 

Pixel Grotto

Member
Oct 27, 2017
894
This sounds like it was an amazing experience, I wish I could find a campaign this intriguing to play online.

Thank you! I'm going to make a few more campaigns for my brother (and will record and YouTube 'em if you're interested) but maybe at some point I'll try to make something a little more open-ended for others to join on Roll 20. Currently I'm in the middle of making an adventure for the same characters in the wilderness (since they were in the city last time) and figuring out some cool ways for them to encounter barbarians and wildlands-type enemies. Will share here once I've got stuff finalized.
 

Gamble

Member
Oct 29, 2017
12
Thank you! I'm going to make a few more campaigns for my brother (and will record and YouTube 'em if you're interested) but maybe at some point I'll try to make something a little more open-ended for others to join on Roll 20. Currently I'm in the middle of making an adventure for the same characters in the wilderness (since they were in the city last time) and figuring out some cool ways for them to encounter barbarians and wildlands-type enemies. Will share here once I've got stuff finalized.

I'm looking forward to the newer adventures, I'll be checking out your Youtube link in a bit
 

Claire Delune

10 Years in the Making
Member
Oct 25, 2017
4,278
Greater Seattle Area

Ahhhh, it being a DMGuild release makes a bit of sense, I was befuddled that there would be a fifth book this year when books three and four were already a surprise.

Kind of wish this got a print release regardless.

Edit: Keith Baker is framing this as the book equivalent of early access where anyone who buys the PDF will receive revisions and the finalization before going to print? I can get behind that.
 
Last edited:

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
Ahhhh, it being a DMGuild release makes a bit of sense, I was befuddled that there would be a fifth book this year when books three and four were already a surprise.

Kind of wish this got a print release regardless.

Edit: Keith Baker is framing this as the book equivalent of early access where anyone who buys the PDF will receive revisions and the finalization before going to print? I can get behind that.

Yeah, I like that too. It's a good way to gauge interest too, I guess, as they'll be able to see download numbers (plus receive feedback and get community adventures too). I'm loving it. I wish I had known about this setting sooner, as magi-tech D&D seems right up my street.
 

kai3345

Member
Oct 25, 2017
5,441
I think a while back here I mentioned that I was going to run a one person + one DM campaign with my brother that was inspired by the Ace Attorney and Professor Layton games and focused on urban intrigue. After four months of playing online via Roll 20, we finally wrapped it up!

tumblr_patsttQVHK1r2pn8uo1_540.jpg


My bro was playing as Lester LeFoe (on the left), an Inquisitive (Rogue subclass, using the rules in Xanathar's Guide to Everything) and I was playing as Claudia Copperhoof (on the right), a Mastermind (also a Rogue subclass). Both of the characters were private detectives trying to investigate an assassination attempt on their king and I intentionally patterned them after Phoenix Wright and Maya Fey, though they quickly developed their own personalities over the course of the adventure. The city they explored was a setting that my brother had created for a self-published fantasy novel entitled The Thirteenth Hour, and the reason that I chose to set the campaign in a world of his own creation is because my bro's relatively new at D&D and we had a limited amount of time each week to play - only about one to two hours. When you're working with a single player whose time is valuable, IMO it's a good idea to give them a campaign set in a universe that they already understand in order to quickly create familiarity. Keeping that in mind, I also started the adventure at level 3 to give my bro instant access to the detective abilities that the Inquisitive gets at that level, as well as to avoid some of the high potential for death that fills levels 1-2. Overall, the campaign was heavy on role-playing and perfect for just one person.

I wrote up some more thoughts on how I planned out the whole thing and some strategies I formulated for DMing for one person on my blog if anyone's interested. I also filmed all of our Roll 20 sessions and stuck 'em on YouTube!

Here's some more materials I made to supplement the adventure and some screenshots... The little character figurines were created via HeroForge.

tumblr_patsttQVHK1r2pn8uo3_1280.png


tumblr_patsttQVHK1r2pn8uo2_1280.png


Investigating a crime scene...

tumblr_patsttQVHK1r2pn8uo6_1280.png


Battling a teleporting crocodile in the sewers (I was somewhat inspired by the teleporting crocs in Divinity: Original Sin II, haha)

tumblr_patsttQVHK1r2pn8uo4_1280.png


Befriending a secret society of thieves lurking under the city...

tumblr_patsttQVHK1r2pn8uo7_1280.png


The final battle of the campaign, which took place in the town square! A poison gas bomb was released into a crowd of nobles, paralyzing them, and our characters had to dodge in and out of their ranks and shoot crossbow bolts at the enemy. The grey squiggles represent smoke from a smokescreen bolt. It got chaotic but in a fun way - as you can see on the left I simplified Initiative by having all the "enemies" and "allies" go at once.

tumblr_patsttQVHK1r2pn8uo9_1280.png


Anyway, I've got a sequel in mind that I'm going to start planning soon!

this is so rad, i want to try something like this with my girlfriend
 

dragonchild

Member
Oct 26, 2017
2,270
Writing vehicle combat rules be like
emotbarf.gif


I wrote for about 5-6 hours last night and fell short because I was on pace to get 3 hours of sleep on a work night.
 

dragonchild

Member
Oct 26, 2017
2,270
Got a question for the crowd.

I've been emphasizing agency, simplicity, and fast resolution in my vehicle combat rules so far, but the other day I noticed that it doesn't scale well. Most vehicle combat rules don't; as a result most groups I've played in kind of pretend that cars don't exist in modern-setting games.
That said, if presented with a system that elegantly handled many-vs.-many vehicle combat, would anyone be interested in running vehicle fights? The focus of the system remains primarily on cyberpunk, and making changes will result in delays, but if there's interest I'd be happy to match with effort.
 
Last edited:

Speely

The Fallen
Oct 25, 2017
7,992
Got a question for the crowd.

I've been emphasizing agency, simplicity, and fast resolution in my vehicle combat rules so far, but the other day I noticed that it doesn't scale well. Most vehicle combat rules don't; as a result most groups I've played in kind of pretend that cars don't exist in modern-setting games.
That said, if presented with a system that elegantly handled many-vs.-many vehicle combat, would anyone be interested in running vehicle fights? The focus of the system remains primarily on cyberpunk, and making changes will result in delays, but if there's interest I'd be happy to match with effort.

Are you going with dedicated vehicle rules or making vehicles more like extensions of operator abilities?

Like, vehicle stats being affected by the driver/operator or the character's abilities being affected by the vehicle?

That question aside, I would be down to try whatever you are cooking up. Vehicular combat is a tough nut to crack, so I am intrigued and impressed that you are going all in on it.

I would just lazily hand-wave it by making vehicle features "assets" that modify the operator's rolls, while having damage/effects and speed determined by the vehicle. That would of course be pretty simplistic and not address mass battles whatsoever, but I feel like I am in the camp you referenced that likes to act like vehicular combat does not exist lol.
 

1upmuffin

Community Resettler
Member
Oct 25, 2017
940
Got a question for the crowd.

I've been emphasizing agency, simplicity, and fast resolution in my vehicle combat rules so far, but the other day I noticed that it doesn't scale well. Most vehicle combat rules don't; as a result most groups I've played in kind of pretend that cars don't exist in modern-setting games.
That said, if presented with a system that elegantly handled many-vs.-many vehicle combat, would anyone be interested in running vehicle fights? The focus of the system remains primarily on cyberpunk, and making changes will result in delays, but if there's interest I'd be happy to match with effort.

I think simulating too many vehicles in an RPG makes it start to feel like a war game. I think the best way to do fights with many vehicles would be to abstract things, grouping vehicles (treating a group of cars chasing the players car as one unit) , and keeping moving parts to a minimum.