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Tell Me About the Cypher System
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<blockquote data-quote="Swanosaurus" data-source="post: 9350642" data-attributes="member: 7044220"><p>I wouldn't call them a flaw, since I think they pretty much work as designed and intended - yes, you'll only spend points on defense if you want to avoid a specific effect or if something causes a sh**load of damage, but that's fine, I think. What I like is that all attrition has a visible effect on your ability to perform; I get that a lot of people don't like it at all, but for me, it's one way to keep combat from being about bags of abstract HP. (I'd still prefer detailed damage systems like in RuneQuest if I had all the time in the world to learn the rules, but something like Cypher System is the next best easy way to achieve it for me).</p><p>It's not flawed in the same sense as the experience system, which quite obviously doesn't do what the designers claim it would do (they explicitly state that it doesn't matter whether players tend to spend XP on successes/short term benefits or long term advancement, "because it all evens out in the end", which is, by any logic, total nonsene. If you spend more on short term successes, your abilities will be lower, and you'll need to spend even more on buying successes later on to keep up). Though the XP system, luckily, is easily fixed - we came up with the same system that DeviousQuail suggests: Just convert XP spent on buying successes into advancement currency, and your fine.</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9350642, member: 7044220"] I wouldn't call them a flaw, since I think they pretty much work as designed and intended - yes, you'll only spend points on defense if you want to avoid a specific effect or if something causes a sh**load of damage, but that's fine, I think. What I like is that all attrition has a visible effect on your ability to perform; I get that a lot of people don't like it at all, but for me, it's one way to keep combat from being about bags of abstract HP. (I'd still prefer detailed damage systems like in RuneQuest if I had all the time in the world to learn the rules, but something like Cypher System is the next best easy way to achieve it for me). It's not flawed in the same sense as the experience system, which quite obviously doesn't do what the designers claim it would do (they explicitly state that it doesn't matter whether players tend to spend XP on successes/short term benefits or long term advancement, "because it all evens out in the end", which is, by any logic, total nonsene. If you spend more on short term successes, your abilities will be lower, and you'll need to spend even more on buying successes later on to keep up). Though the XP system, luckily, is easily fixed - we came up with the same system that DeviousQuail suggests: Just convert XP spent on buying successes into advancement currency, and your fine. [/QUOTE]
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