Fixed the probability of success


After some more testing, it was painfully obvious the mechanics were skewed heavily in the favor of the characters. I'm all for heroic characters, but it was a bit over the top. The issue was with rolling up to 3 dice in addition to the d20 and taking the highest of the 3 additional dice and adding it to the d20. There were very few failures, so the game didn't scale well. It was fine when the characters attributes were in the d4-d8 range. Once they hit d10 they were almost invincible.

So, I made a simple change. I dropped the gear dice. I know, I know. Players like their characters to have fancy gear, and they still can. Gear grants narrative permission, so if a character has a sniper rifle, they can pick off a technopunk from a long distance. If a character has a neuro-jack, they can plug directly into something to try and hack it, etc.

Lean into how the gear allows the characters to do things, giving them a chance to roll.

Files

CyberPunks - v0.10.pdf 625 kB
May 27, 2024

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