I am just a bit time poor at the moment, but I will turn my attention to this sometime late next weekend, once sundry other, more pressing things, are taken care of.
I read through the rules and I like it alot...kinda biased when it comes to oldschool cyberpunk.... I do have one possibly minor issue - the way cyberwear is handled
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The problem with straight bonuses, is that in Apocalypse-powered games, the drama and fun comes from the hard choices you have to make when you roll in the 7-9 range and the curveballs the MC throws at you when you miss. It may not seem like much, but on 2d6, a +1 that takes you from +2 to +3 is huge (it takes the average roll to 10 and makes the minimum 5, so there is only a 3/36 chance of missing). So straight bonuses take the fun out of the game.
My design philosophy with cyberware is I want it to make the character better, but in interesting ways. That said, I definitely agree that synth nerves in particular needed a boost, so I've changed cyberware a bit from the currently available draft. It still works in much the same way, but Synthetic nerves are vastly improved. It now reads: Synthetic Nerves: You react so quickly that you can almost dodge bullets. You may roll+Synth instead of +Cool to Act under Pressure, instead of +Meat to Mix it Up, and instead of +Mind to Maneuver. When you
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Oh, dedicated sub-forum. You are going up in the world!
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The problem with straight bonuses, is that in Apocalypse-powered games, the drama and fun comes from the hard choices you have to make when you roll in the 7-9 range and the curveballs the MC throws at you when you miss. It may not seem like much, but on 2d6, a +1 that takes you from +2 to +3 is huge (it takes the average roll to 10 and makes the minimum 5, so there is only a 3/36 chance of missing). So straight bonuses take the fun out of the game.
My design philosophy with cyberware is I want it to make the character better, but in interesting ways. That said, I definitely agree that synth nerves in particular needed a boost, so I've changed cyberware a bit from the currently available draft. It still works in much the same way, but Synthetic nerves are vastly improved. It now reads:
Synthetic Nerves: You react so quickly that you can almost dodge bullets. You may roll+Synth instead of +Cool to Act under Pressure, instead of +Meat to Mix it Up, and instead of +Mind to Maneuver. When you ( ... )
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