Cypher's characters are far deeper in design complexity than 5E. Before the Cypher Tools site, I would be hunting down the powers in the book, copying & pasting those into my character sheet, and building a character that way. The name of a power isn't always sufficient; I also need the cost, description, and whether it is an enabler, among other details.
Each power is like its own 5E power, and you are assembling a character out of building blocks. The character build system is far better than 5E, while you have archetypes, you don't have classes, set trees, and a strict progression of powers. Only the focus has a "leveled power" structure, but that is your character's "main thing." Everything else is pieced together as you wish.
And you can buy a second (or third) focus! There is a combination of powers at work that is truly amazing. The characters in Cypher System are so much better than D&D 5E, and even better than Daggerheart. Daggerheart is similar in that you are "picking and choosing cards" as you level, but in Cypher System, you get so many more choices, and you get far more than just fantasy.
Daggerheart also borrowed Cypher's resting mechanics, along with some ideas from Low Fantasy Gaming. Cypher does it better, resting does one thing, and it is straightforward.
Once you master character creation, infinite worlds are at your disposal.
Since Cypher's ability scores are pools, they "do more" than D&D. These are your health, extra effort, and spell points. They work for a living, and are also your character's health. Using them smartly helps you succeed, and managing your rests and levels leads to a tension I do not feel in D&D or 5E. In Cypher, I will be going into a situation where I'm down on my ability scores and short on rests, and I will start to worry. In 5E, I typically feel a constant state of safety.
5E's resting and resource depletion mechanics are straight out of an MMO, and they are terrible. They were created to address a problem that had become chronic in D&D 3.5E, the 15-minute adventuring day, where balancing encounters was done on complete resources, and that meant alpha-attacking an encounter and going all-out, and then heading back to the inn to rest a day before the next room.
It was the worst of video game logic, combined with a system that attempted to emulate the classic game. Many DMs just gave up, letting parties do this rather than drag the session out by saying, "The monsters prepared for your return." Or even worse, clearing out the next day and leaving a dungeon with no loot, filled with traps, and plenty of summoned creatures to chew on those who dared enter. The game took long enough to play, so why make it worse? Just let them reset and hope the night does not drag on too long.
In Cypher, I am focused on the story.
If I have a dungeon in Cypher, like a rescue the princess story, that is a one-shot, single-run, you only get one chance thing. This is not a video game board that you can clear one room at a time. There is no shuttling back and forth to the inn. You get one try.
The resource management in the Cypher System makes this possible. Everything is a resource. Recoveries are limited. You need to spend wisely to both avoid rolls and increase your odds. Cypher System is an excellent solo game, where you watch your pools tick down, and you begin to wonder if you will be able to make it through.
The game is loaded with tension and choices, and it does not protect you from them.
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