Combat Rules Update


Something I was struggling with is how to handle combat in this system. When defending, players will roll the d20 + an attribute to see if they can avoid getting hit. Using the same attribute used when attacking overloads that attribute, so that's not a good option. After running some numbers and considering this is a rules lite system, I decided that all defense is based on Agility. That means Agility will likely be most characters second highest attribute, but I'm fine with that. The probabilities didn't justify adding overly complex rules for defense.

Also, I wanted to provide some guidance to referees on how to scale the difficulty based on the characters. I don't know how well it works, but I decided to add bands to the difficulty table calling out the characters skill level. Beginners should be in the 10-14 range. Experienced should be in the 10-18 range, and getting 20+ is always hard.

Lastly, some questions were raised regarding gear and how weapons apply. In this game, gear is anything the character uses, so weapons, cybernetics, vehicles, etc. Everything that is more advanced than your basic stuff will have a die. If they're driving an advanced hoverbike, give it a die. If they're using and advanced sniper rifle, give it a die. You get it.

Files

CyberPunks - v0.08.pdf 622 kB
May 18, 2024

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