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CP2020 - Help with HR after a decade long break
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<blockquote data-quote="Jeff Wilder" data-source="post: 4787675" data-attributes="member: 5122"><p>As a player of the original CP, CP2020, and SRs 1-4, one of the things that has been rattling around in my head is how unsatisfying firefights tend to be in modern or cyberpunk RPGs.</p><p></p><p>In general, firefights are over too quickly. (In RL, an astonishingly low percentage of bullets -- even with trained combatants on both sides -- finds a target, even at close ranges.)</p><p></p><p>So there are two things that I've decided I'd want to change before GMing these games again:</p><p></p><p>(1) The chance of hitting a live target in an actual firefight is much, much, <em>much</em> lower than the chance to hit an immobile target.</p><p></p><p>(2) Morale (e.g., COOL in CP) plays a much, much, <em>much</em> bigger role in a firefight.</p><p></p><p>For example, in CP I'd just jack the target numbers sky-high to hit any mobile target. To poke your head out from cover while being fired upon would be a COOL check of some difficulty. Actually staying exposed (for example, to actively aim) would be even harder.</p><p></p><p>It's been a long time since I read or played CP, so I can't give specifics (and I really don't know if the underlying d10 math of the game would make my vague ideas workable), but my overall goal would be to recreate the "oh, f--k, oh, f--k, Jesus Christ!" atmosphere that exists in RL firefights (and the fictional ones I find most interesting).</p><p></p><p>To answer the OP's original question, I think using COOL instead of REF shows that we likely have similar ideas of how we envision firefights, but I don't think it'll solve much. Firearms monsters in CP tend to max out COOL in addition to REF, and under a system that uses COOL, they certainly will. (There's no "chipped COOL-flexes," I guess, but on the other hand there's cyber-psychosis!)</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 4787675, member: 5122"] As a player of the original CP, CP2020, and SRs 1-4, one of the things that has been rattling around in my head is how unsatisfying firefights tend to be in modern or cyberpunk RPGs. In general, firefights are over too quickly. (In RL, an astonishingly low percentage of bullets -- even with trained combatants on both sides -- finds a target, even at close ranges.) So there are two things that I've decided I'd want to change before GMing these games again: (1) The chance of hitting a live target in an actual firefight is much, much, [I]much[/I] lower than the chance to hit an immobile target. (2) Morale (e.g., COOL in CP) plays a much, much, [I]much[/I] bigger role in a firefight. For example, in CP I'd just jack the target numbers sky-high to hit any mobile target. To poke your head out from cover while being fired upon would be a COOL check of some difficulty. Actually staying exposed (for example, to actively aim) would be even harder. It's been a long time since I read or played CP, so I can't give specifics (and I really don't know if the underlying d10 math of the game would make my vague ideas workable), but my overall goal would be to recreate the "oh, f--k, oh, f--k, Jesus Christ!" atmosphere that exists in RL firefights (and the fictional ones I find most interesting). To answer the OP's original question, I think using COOL instead of REF shows that we likely have similar ideas of how we envision firefights, but I don't think it'll solve much. Firearms monsters in CP tend to max out COOL in addition to REF, and under a system that uses COOL, they certainly will. (There's no "chipped COOL-flexes," I guess, but on the other hand there's cyber-psychosis!) [/QUOTE]
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