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Not exactly Cyberpunk 2020
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<blockquote data-quote="Wolf1066" data-source="post: 5150296" data-attributes="member: 88680"><p>How did you work that one up? Did you have to rework the difficulty values to deal with higher STAT+Skill numbers or did you have some other way of weighting the skill level?</p><p></p><p></p><p>I agree that there's plenty of reasons for people of all levels to go "adventuring" per se, but I figure <em>l33t /-/4X0rz</em> of the calibre the team might want would be quite comfortably esconced in their fortresses raking in money from clients all over the world.</p><p></p><p></p><p>An all-Fixer campaign or an all-Netrunner campaign would work very nicely and Fixers would work well in a mixed group. I've often found though that non-Netrunner characters tend to get bored sitting around while their web-dweeb and I run through the information-retrieval bits - they're all keen to get back into BSU (Blowin' <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Up) and don't really give a rat's arse about data fortresses. Moving the netrunner to a "fixed" location (if someone who can access LEO or the other side of the globe in seconds can be truly classed as being in a fixed location) lets the "IRL" action progress while the netrunning happens in the background. They can do the whole <em>Matrix </em>thing of being on the phone to their "Operator" and getting things done. Their "operator" can also say things like "do you have any idea of what time it is over here? It's <strong>midday</strong>, I was bloody <em><strong>sleeping</strong></em>!" and "here's your information, I have deducted my bill from your bank account..."</p><p>I can also find plenty of reasons why the data might take longer than they'd like to arrive - netrunner asleep, busy with other clients ("hey, they're actually being <em>shot at</em>, man, and you're moaning about a pass-code for a <em>door</em>? Wait your turn!") and so on.</p><p></p><p></p><p>I must disagree with those points. In CP2020's unmodified form, the Roles are very much restrictive classes and the Special Abilities are critical to the system. </p><p></p><p>The roles very much dictate what core skills your character has and the Special Ability also determines your starting cash with which to equip your character. Under <strong>straight </strong>CP2020 rules, no "Special Ability" = no money for clothes, cyberware and gear.</p><p></p><p>The Skill Pools for each Role/Class restrict what skills the character's basic <strong>40 </strong>skill points are spent on, forcing every Solo or Techie etc to have pretty much the same skills as every other Solo or Techie etc. It's an extremely restrictive class system as class systems in RPGs go. The only customisation of the character skills available is a piddling-small number of "pick-up" skill points - less than half the number of points allocated to the extremely limited (and limiting) Skill Pool.</p><p></p><p>When playing and GMing straight CP2020 games in the past, I'd notice a lot of people with extremely high skill levels in a subset of their class' Skill Pool (unless there was a GM-enforced skill level cap) as they (or I) did not want/need certain skills and had no choice but to use up their 40 points on the remaining skills in the pool. And all had low-level skills outside those pools as we frantically tried to get as many other useful skills as possible with the very few pick-up skill points we were given.</p><p></p><p>Even before I found Ocelot's alternative character generation system I dropped the Skill Pools in favour of "you have this many skill points to spend as you like" for my games. It was quickly amended with "... and make sure you put something into Awareness/Notice unless you want to die <em>really</em> <em>quickly</em>."</p><p></p><p>Made for far more rounded and unique characters. Newbies were advised to look at the skill pools as guidelines for what skills their characters might typically have, or might find useful, but they were not required to expend 40 SPs on that small group of role-specific skills.</p><p></p><p>When I found Ocelot's system I adopted bits of it, including age-based skill points as it made the characters that little bit more unique and realistic - experienced "old codgers" cf inexperienced "yoof". </p><p></p><p>I also liked his alternative way of gaining starting cash rather than having to have an inordinately high Special Skill level in order to have decent gear. Prior to that, starting funds were often based on me randomly deciding how much all the characters had.</p><p></p><p></p><p>Your post's about <em>one <strong>third </strong>the length of mine </em>and you apologise to <strong>me </strong>for rambling?? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>Many thanks. I try to keep it balanced. When effectively increasing the number of options for cyberoptics (like when Times Square, "camera" and other things take up no "spaces", you can trick them out a lot more, even with a 4-space limit), I also limit availability on certain classes of gear. </p><p></p><p>I want to give my players a "fighting chance" without them being able to become so "Mondo" that the only thing that can stop them is a platoon in full ACPA. To that end, I tend to take current Real World rules and extrapolate them out to my Dark Future. e.g. The "Post-Ban" laws re semi-auto handguns in the USA - limit of ten shots in the magazine for civilians, armed forces and police have no such restrictions. Fully automatic weapons are strictly military-only with serious penalties for those caught with full auto weapons etc. Certain cyberware is only available to military, some of which only for the Elite forces. Other cyberware just plain has not been developed, no matter what <em>Chrome </em>might say...</p><p></p><p>I've had characters go into Full Rambo Mode in previous games where cyberware and weaponry are not as restricted as in my current campaign and it effectively killed the game. Got to the point where what should have been a challenging encounter with a few armed thugs was a rather dull walk in the park for the players.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5150296, member: 88680"] How did you work that one up? Did you have to rework the difficulty values to deal with higher STAT+Skill numbers or did you have some other way of weighting the skill level? I agree that there's plenty of reasons for people of all levels to go "adventuring" per se, but I figure [I]l33t /-/4X0rz[/I] of the calibre the team might want would be quite comfortably esconced in their fortresses raking in money from clients all over the world. An all-Fixer campaign or an all-Netrunner campaign would work very nicely and Fixers would work well in a mixed group. I've often found though that non-Netrunner characters tend to get bored sitting around while their web-dweeb and I run through the information-retrieval bits - they're all keen to get back into BSU (Blowin' :):):):) Up) and don't really give a rat's arse about data fortresses. Moving the netrunner to a "fixed" location (if someone who can access LEO or the other side of the globe in seconds can be truly classed as being in a fixed location) lets the "IRL" action progress while the netrunning happens in the background. They can do the whole [I]Matrix [/I]thing of being on the phone to their "Operator" and getting things done. Their "operator" can also say things like "do you have any idea of what time it is over here? It's [B]midday[/B], I was bloody [I][B]sleeping[/B][/I]!" and "here's your information, I have deducted my bill from your bank account..." I can also find plenty of reasons why the data might take longer than they'd like to arrive - netrunner asleep, busy with other clients ("hey, they're actually being [I]shot at[/I], man, and you're moaning about a pass-code for a [I]door[/I]? Wait your turn!") and so on. I must disagree with those points. In CP2020's unmodified form, the Roles are very much restrictive classes and the Special Abilities are critical to the system. The roles very much dictate what core skills your character has and the Special Ability also determines your starting cash with which to equip your character. Under [B]straight [/B]CP2020 rules, no "Special Ability" = no money for clothes, cyberware and gear. The Skill Pools for each Role/Class restrict what skills the character's basic [B]40 [/B]skill points are spent on, forcing every Solo or Techie etc to have pretty much the same skills as every other Solo or Techie etc. It's an extremely restrictive class system as class systems in RPGs go. The only customisation of the character skills available is a piddling-small number of "pick-up" skill points - less than half the number of points allocated to the extremely limited (and limiting) Skill Pool. When playing and GMing straight CP2020 games in the past, I'd notice a lot of people with extremely high skill levels in a subset of their class' Skill Pool (unless there was a GM-enforced skill level cap) as they (or I) did not want/need certain skills and had no choice but to use up their 40 points on the remaining skills in the pool. And all had low-level skills outside those pools as we frantically tried to get as many other useful skills as possible with the very few pick-up skill points we were given. Even before I found Ocelot's alternative character generation system I dropped the Skill Pools in favour of "you have this many skill points to spend as you like" for my games. It was quickly amended with "... and make sure you put something into Awareness/Notice unless you want to die [I]really[/I] [I]quickly[/I]." Made for far more rounded and unique characters. Newbies were advised to look at the skill pools as guidelines for what skills their characters might typically have, or might find useful, but they were not required to expend 40 SPs on that small group of role-specific skills. When I found Ocelot's system I adopted bits of it, including age-based skill points as it made the characters that little bit more unique and realistic - experienced "old codgers" cf inexperienced "yoof". I also liked his alternative way of gaining starting cash rather than having to have an inordinately high Special Skill level in order to have decent gear. Prior to that, starting funds were often based on me randomly deciding how much all the characters had. Your post's about [I]one [B]third [/B]the length of mine [/I]and you apologise to [B]me [/B]for rambling?? :lol: Many thanks. I try to keep it balanced. When effectively increasing the number of options for cyberoptics (like when Times Square, "camera" and other things take up no "spaces", you can trick them out a lot more, even with a 4-space limit), I also limit availability on certain classes of gear. I want to give my players a "fighting chance" without them being able to become so "Mondo" that the only thing that can stop them is a platoon in full ACPA. To that end, I tend to take current Real World rules and extrapolate them out to my Dark Future. e.g. The "Post-Ban" laws re semi-auto handguns in the USA - limit of ten shots in the magazine for civilians, armed forces and police have no such restrictions. Fully automatic weapons are strictly military-only with serious penalties for those caught with full auto weapons etc. Certain cyberware is only available to military, some of which only for the Elite forces. Other cyberware just plain has not been developed, no matter what [I]Chrome [/I]might say... I've had characters go into Full Rambo Mode in previous games where cyberware and weaponry are not as restricted as in my current campaign and it effectively killed the game. Got to the point where what should have been a challenging encounter with a few armed thugs was a rather dull walk in the park for the players. [/QUOTE]
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