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Tell Me About the Cypher System
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<blockquote data-quote="DeviousQuail" data-source="post: 9350522" data-attributes="member: 7025431"><p>I rated it as pretty good originally and I stick by that answer. I particularly enjoyed how fast it played at the table, the ease of using it in different settings, and the freedom it gave me to use and augment existing rules. The critical rules in particular are something I like to port over to other games. </p><p></p><p>On the flip side there are things I've changed to make the game better for me. Cyphers are fun in Numenera, but don't always fit well in other settings. Sometimes I just make Cyphers act more like quick item slots for potions, grenades, med kits, traps, etc. For settings with a lot of combat it can be nice to have an HP pool before taking damage to your other pools. I don't think it's necessary at all to do this from a mechanical stand point. But it does feel better. My players liked it at least. Lastly, the XP system rewarding exploration instead of fighting is great. However, making the use of XP short vs long term benefits didn't work for me. Instead I settled on a system where you have to spend your XP on enough short term benefits to unlock advancement. I highly suggest this change for anyone that doesn't like XP as written. You'll probably want to increase the advancement cost to 6 or 8 depending on how much XP you're giving out.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9350522, member: 7025431"] I rated it as pretty good originally and I stick by that answer. I particularly enjoyed how fast it played at the table, the ease of using it in different settings, and the freedom it gave me to use and augment existing rules. The critical rules in particular are something I like to port over to other games. On the flip side there are things I've changed to make the game better for me. Cyphers are fun in Numenera, but don't always fit well in other settings. Sometimes I just make Cyphers act more like quick item slots for potions, grenades, med kits, traps, etc. For settings with a lot of combat it can be nice to have an HP pool before taking damage to your other pools. I don't think it's necessary at all to do this from a mechanical stand point. But it does feel better. My players liked it at least. Lastly, the XP system rewarding exploration instead of fighting is great. However, making the use of XP short vs long term benefits didn't work for me. Instead I settled on a system where you have to spend your XP on enough short term benefits to unlock advancement. I highly suggest this change for anyone that doesn't like XP as written. You'll probably want to increase the advancement cost to 6 or 8 depending on how much XP you're giving out. [/QUOTE]
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