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When the New Edition Doesn't Cut It
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<blockquote data-quote="MGibster" data-source="post: 9026489" data-attributes="member: 4534"><p>The basic rules are fine. Like 2020, you roll a 1d10 and add the results to your Skill + Attribute to resolve basic tasks. Some of the big problems were with combat. To their credit, combat is a bit simplier than it was in 2020, which was actually a welcome change, but some of the design choices were odd. </p><p></p><p>1. Cover: There's no such thing as partial cover in this game. Either you are 100% behind something that will stop a bullet or you don't receive any benefit of cover. Even going prone offers no benefit as it doesn't make it more difficult to hit you and it doesn't provide any bonuses to shooting. </p><p></p><p>2. There's no modifiers for aiming or moving during combat. Unless you need to close in for a melee attack, you might as well just sit where you are. </p><p></p><p>3. They got rid of three round burst. Either you fire your weapon in full automatic mode or you're firing a single shot. This just feels wrong to me. </p><p></p><p>4. Strength doesn't matter for melee weapons. If I have a cyberarm that does 2d6 damage there's no reason for me to grab a knife because it'll only do 1d6 damage. In 2020, a dude with a Body of 10 would do more damage with a knife than a guy with a Body of 5. That just isn't the case any more. </p><p></p><p>5. Characters with a Reflex of 8 can dodge bullets. Okay, fine, but there's no limit to the number of times they can dodge in a round which gets ridiculous. In 2020, you couldn't dodge bullets at all. You could move, go prone, or take (partial) cover to make yourself a more difficult target, but you couldn't actually dodge a bullet. </p><p></p><p>So while combat is a bit quicker than it was in 2020 it's also more generic and therefore rather dull. And for a game like Cyberpunk, combat rules are important.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9026489, member: 4534"] The basic rules are fine. Like 2020, you roll a 1d10 and add the results to your Skill + Attribute to resolve basic tasks. Some of the big problems were with combat. To their credit, combat is a bit simplier than it was in 2020, which was actually a welcome change, but some of the design choices were odd. 1. Cover: There's no such thing as partial cover in this game. Either you are 100% behind something that will stop a bullet or you don't receive any benefit of cover. Even going prone offers no benefit as it doesn't make it more difficult to hit you and it doesn't provide any bonuses to shooting. 2. There's no modifiers for aiming or moving during combat. Unless you need to close in for a melee attack, you might as well just sit where you are. 3. They got rid of three round burst. Either you fire your weapon in full automatic mode or you're firing a single shot. This just feels wrong to me. 4. Strength doesn't matter for melee weapons. If I have a cyberarm that does 2d6 damage there's no reason for me to grab a knife because it'll only do 1d6 damage. In 2020, a dude with a Body of 10 would do more damage with a knife than a guy with a Body of 5. That just isn't the case any more. 5. Characters with a Reflex of 8 can dodge bullets. Okay, fine, but there's no limit to the number of times they can dodge in a round which gets ridiculous. In 2020, you couldn't dodge bullets at all. You could move, go prone, or take (partial) cover to make yourself a more difficult target, but you couldn't actually dodge a bullet. So while combat is a bit quicker than it was in 2020 it's also more generic and therefore rather dull. And for a game like Cyberpunk, combat rules are important. [/QUOTE]
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