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Monte Cook’s Numenera setting comes to 5e with Beneath the Monolith
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<blockquote data-quote="Eyes of Nine" data-source="post: 8033410" data-attributes="member: 99786"><p>Huh. Interesting. One thing is you can spend Might effort to increase the damage. Which of course costs you your pool, so isn't sustainable.</p><p></p><p>But yeah, breaking all physical weapons into Light (2 dmg) and Heavy (4 dmg) seems a bit too simplistic, and having many monsters have DR of 2+ isn't great. I get where they were going - Numenara is not a gear-porn game. It's about exploration and this weird 9th world setting. Potentially they over simplified. I bet (have never researched) there's hacks out there doing more interesting stuff with combat and the damage math.</p><p></p><p>I agree with the low level characters only being able to do that ONE thing. But once you get to Tier 2, things spread out more. It might be useful for intro games to give players 2nd or 3rd tier characters, so they can do a few things...</p><p></p><p>Also, that your cypher's weren't useful sounds like a failure of GMing. If it was me running a 1 shot, I'd provide everyone at least one cypher that was useful-ish in the scenario. </p><p></p><p>It is tough, as a long-time D&D player, with the permanent magic items, to break my mindset away from "use this cypher at the most optimal time, as I won't have it ever again". What's been helping me on that front is basically saying "yolo" and trying to use them with in 2 sessions of getting them. Or trading them with someone else. </p><p></p><p>None of the above is to invalidate your experiences - if I had the same experience, I'd be pretty unhappy with the rules as I perceived them. And as I noted up thread, I'm still not 100% sold on the rules. I'm still not sure I understand what the emotional tenor of play should be; and I don't think the rules necessarily make that clear.</p></blockquote><p></p>
[QUOTE="Eyes of Nine, post: 8033410, member: 99786"] Huh. Interesting. One thing is you can spend Might effort to increase the damage. Which of course costs you your pool, so isn't sustainable. But yeah, breaking all physical weapons into Light (2 dmg) and Heavy (4 dmg) seems a bit too simplistic, and having many monsters have DR of 2+ isn't great. I get where they were going - Numenara is not a gear-porn game. It's about exploration and this weird 9th world setting. Potentially they over simplified. I bet (have never researched) there's hacks out there doing more interesting stuff with combat and the damage math. I agree with the low level characters only being able to do that ONE thing. But once you get to Tier 2, things spread out more. It might be useful for intro games to give players 2nd or 3rd tier characters, so they can do a few things... Also, that your cypher's weren't useful sounds like a failure of GMing. If it was me running a 1 shot, I'd provide everyone at least one cypher that was useful-ish in the scenario. It is tough, as a long-time D&D player, with the permanent magic items, to break my mindset away from "use this cypher at the most optimal time, as I won't have it ever again". What's been helping me on that front is basically saying "yolo" and trying to use them with in 2 sessions of getting them. Or trading them with someone else. None of the above is to invalidate your experiences - if I had the same experience, I'd be pretty unhappy with the rules as I perceived them. And as I noted up thread, I'm still not 100% sold on the rules. I'm still not sure I understand what the emotional tenor of play should be; and I don't think the rules necessarily make that clear. [/QUOTE]
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