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Tell Me About the Cypher System
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<blockquote data-quote="Retreater" data-source="post: 9113993" data-attributes="member: 42040"><p>I've had a couple bad experiences with the system. Granted, they may not be universal, but it's what I experienced.</p><p></p><p>First Experience: Home Game</p><p>My friend ran several sessions of Numenera. Traditionally, he is more comfortable with Indie RPGs and more narrative systems (like FATE and Genesys - Fantasy Flight Star Wars, to be specific). </p><p>I'm likely going to get the terminology wrong, but let's just go with it. I was a "magic-user" with two spells. One was an interesting divination spell that could identify Numenera and strange creatures, pointing out special abilities and weaknesses. The other was sort of a feeble magic missile. The GM ruled that he'd just tell us when we found Numenera or creatures (because he doesn't think he should be withholding information). So the literal only thing I could do is cast a magic missile. That magic missile could be cast basically At-Will, but it was too weak to get past the DR of the monsters. Or I could cast it a little more powerfully and cause damage to myself - and have a little bit better chance to cause a minimal amount of damage against the creatures. I felt pretty worthless. And even if I was able to identify stuff, I'd still feel ineffective in combat situations.</p><p></p><p>Second Experience: Con Game, run by the Monte Cook Games Staff</p><p>I had a character with a dagger. He couldn't get past the DR of any creatures, only doing a minimal amount of damage if any at all. We had a TPK, at a Con game designed to "sell us on the system." I felt worthless.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9113993, member: 42040"] I've had a couple bad experiences with the system. Granted, they may not be universal, but it's what I experienced. First Experience: Home Game My friend ran several sessions of Numenera. Traditionally, he is more comfortable with Indie RPGs and more narrative systems (like FATE and Genesys - Fantasy Flight Star Wars, to be specific). I'm likely going to get the terminology wrong, but let's just go with it. I was a "magic-user" with two spells. One was an interesting divination spell that could identify Numenera and strange creatures, pointing out special abilities and weaknesses. The other was sort of a feeble magic missile. The GM ruled that he'd just tell us when we found Numenera or creatures (because he doesn't think he should be withholding information). So the literal only thing I could do is cast a magic missile. That magic missile could be cast basically At-Will, but it was too weak to get past the DR of the monsters. Or I could cast it a little more powerfully and cause damage to myself - and have a little bit better chance to cause a minimal amount of damage against the creatures. I felt pretty worthless. And even if I was able to identify stuff, I'd still feel ineffective in combat situations. Second Experience: Con Game, run by the Monte Cook Games Staff I had a character with a dagger. He couldn't get past the DR of any creatures, only doing a minimal amount of damage if any at all. We had a TPK, at a Con game designed to "sell us on the system." I felt worthless. [/QUOTE]
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