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Medieval Fantasy Numenera Advice
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<blockquote data-quote="Aldarc" data-source="post: 8414992" data-attributes="member: 5142"><p>Do you have the older version of the game (2013) or the newer one (i.e., Numenera: Destiny & Discovery from 2018)? </p><p></p><p>One of the more impactful changes that happens between the first version and the later versions of the Cypher system is the change to how armor penalties work. In "Numenera 1," armor provides a speed pool reduction while worn. In the Cypher System and "Numenera 2," so to speak, armor provides a penalty to spending Effort on Speed tasks. This is what armor proficiency offsets instead. Additional Speed Effort cost for armor: </p><ul> <li data-xf-list-type="ul">Light Armor: 1</li> <li data-xf-list-type="ul">Medium Armor: 2</li> <li data-xf-list-type="ul">Heavy Armor: 3</li> </ul><p></p><p>That's probably one of the biggest changes between Numenera and later revisions in the Cypher System. So you may (or may not) want to adjust accordingly. </p><p></p><p>Also in the update to more recent version of Numenera, the Glaive was buffed and the Jack was moved into a more rogue-like direction. The game also added three new types: the Wright (engineer/artificer), the Delve (an explorer), and the Arkus (the social face). </p><p></p><p></p><p>Complications from Intrusions should follow the fiction rather than simply an excuse for the GM to either being a "wang-rod" or railroad the players. </p><p></p><p>To keep players from hoarding cyphers, it's okay to give them out regularly to encourage their use. You can even have NPCs use them against PCs in order to show and not tell. </p><p></p><p></p><p>This is essentially what they are. Behind the veneer of it all, cyphers essentially came out of D&D style single-use scrolls, potions, alchemical concoctions, magic items, and the like. </p><p></p><p>Later Cypher books do provide alternative uses for cyphers, namely non-physical subtle cyphers (e.g., divine blessings, good fortune, supernatural powers, etc.). </p><p></p><p></p><p>Jein. Some creatures do seem pretty easy to re-skin into fantasy monsters, such as the goat-headed Margr. Others are meant to be fairly alien and weird ,which don't have clear analogues. However, NPC/creature generation for Numenera and the Cypher System is exceptionally easy. Pick a number between 0 to 10 for the challenge rating of the creature. That determines the creature's baseline damage and target number for attack and defense rolls, and the like, though you can adjust this as needed as well. So it is incredibly easy to improvise monsters based upon what you need.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8414992, member: 5142"] Do you have the older version of the game (2013) or the newer one (i.e., Numenera: Destiny & Discovery from 2018)? One of the more impactful changes that happens between the first version and the later versions of the Cypher system is the change to how armor penalties work. In "Numenera 1," armor provides a speed pool reduction while worn. In the Cypher System and "Numenera 2," so to speak, armor provides a penalty to spending Effort on Speed tasks. This is what armor proficiency offsets instead. Additional Speed Effort cost for armor: [LIST] [*]Light Armor: 1 [*]Medium Armor: 2 [*]Heavy Armor: 3 [/LIST] That's probably one of the biggest changes between Numenera and later revisions in the Cypher System. So you may (or may not) want to adjust accordingly. Also in the update to more recent version of Numenera, the Glaive was buffed and the Jack was moved into a more rogue-like direction. The game also added three new types: the Wright (engineer/artificer), the Delve (an explorer), and the Arkus (the social face). Complications from Intrusions should follow the fiction rather than simply an excuse for the GM to either being a "wang-rod" or railroad the players. To keep players from hoarding cyphers, it's okay to give them out regularly to encourage their use. You can even have NPCs use them against PCs in order to show and not tell. This is essentially what they are. Behind the veneer of it all, cyphers essentially came out of D&D style single-use scrolls, potions, alchemical concoctions, magic items, and the like. Later Cypher books do provide alternative uses for cyphers, namely non-physical subtle cyphers (e.g., divine blessings, good fortune, supernatural powers, etc.). Jein. Some creatures do seem pretty easy to re-skin into fantasy monsters, such as the goat-headed Margr. Others are meant to be fairly alien and weird ,which don't have clear analogues. However, NPC/creature generation for Numenera and the Cypher System is exceptionally easy. Pick a number between 0 to 10 for the challenge rating of the creature. That determines the creature's baseline damage and target number for attack and defense rolls, and the like, though you can adjust this as needed as well. So it is incredibly easy to improvise monsters based upon what you need. [/QUOTE]
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