There's A New Edition Of The Cypher System Coming

Evolved edition coming in mid-2026.
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Next year, 2026, Monte Cook Games will be releasing a new edition of its in-house Cypher System rules system.

Originally launched over a decade ago, the Cypher System powers games like Numenera, The Strange, and The Magnus Archives. It's a d20-based multi-genre game system known for its character generation method which has the player filling out the sentence "I am a [adjective] [noun] who [verb]" -- such as "I am a jovial Explorer who howls at the moon". The titular cyphers are one-time use abilities or items. Task resolution involves rolling a d20 against a 1-10 difficulty scale.

This new edition includes a bunch of changes, including genre-specific character creation, character damage and armour, and a greater emphasis on subtle cyphers.

Two new core rulebooks will be published. The Cypher Character Rulebook will delve into creating characters for a variety of different genres, while the Cypher GM's Guide will contain rules, GM advice and resources for creating and running games.

They'll be hitting a crowdfunding platform near you very soon, in late summer, with the books coming out mid-2026.

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The primary thing I disliked about it turned out to be the primary thing I disliked about Fate--at least, it felt close to me. When I ran Fate I was garbage at using Compels, so the Fate Point Economy never worked the way it was supposed to. I looked at Cypher, realized I wasn't going to Intrude much, and hacked the XP system to give the PCs XP based on (as I think about it) my "doing GM stuff" without my needing to override the dice or otherwise declare an Intrusion.

Other thoughts: The book strongly implies that the GM shouldn't be telling the players the Difficulty of stuff much, if at all; my experience is that if the players don't know how difficult a thing is, they'll blithely try it without doing anything to mitigate the Difficulty, so there'll be a lot of flailing in place; also, your players will have to be willing to engage with some pretty serious crunch when it comes time to advance their characters. (I had at least one who kinda disengaged from that, eventually.)
I'll have to look through the book again. I've run a lot of Cypher and can't ever recall getting the idea that you don't announce the difficulty level. It's sort of critical for the players to know the target number otherwise they can't properly determine what to spend from their pool.
 

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I kind of welcome this. I really liked Cypher 1st edition, but I was less excited at the organizational changes in the 2nd edition which made the book more mechanically versatile at the expense of the more interesting and flavorful options in 1st edition. Also, while I fully embraced the point pool system being an abstraction of overall competence and health, I can't say I disagree with them adding in a separated wound mechanic that decouples from the pool mechanic, if only because so many people seem to misunderstand it or find that a bit too much for them to understand (or relate to; an abstracted step too far, I suppose). I guess it will depend on how it is executed as to whether or not I end up liking what they do.
 

I'll have to look through the book again. I've run a lot of Cypher and can't ever recall getting the idea that you don't announce the difficulty level. It's sort of critical for the players to know the target number otherwise they can't properly determine what to spend from their pool.
Iirc the GM section leaves it up to the GM whether or not to announce the level, and suggests always announcing it when playing with new players.
 

Iirc the GM section leaves it up to the GM whether or not to announce the level, and suggests always announcing it when playing with new players.
In my games I usually make the difficulty known ahead of time. The only times I don’t are when the PCs are experiencing high levels of confusion or obfuscation and I want to communicate those feelings to the players.

Thaumaturge.
 


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