Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, July 23, 2025

Maybe I Don't Like Wounding Changes

A counter-argument to the wounding changes in Cypher System is that it adds another layer of complexity to the game that it does not need. Those well-versed in Cypher know what the consequences of taking damage are, even if the same mechanical effect happens by spending pool points to avoid it.

If I take a wound, it opens my character up to GM Intrusions based on injuries. Even a roll of one could introduce a lethal complication for a character who has a wound.

If I spend pool points, it does not.

Why do I now need to track a wound pool? That is another thing to keep track of. Taking a game that is so elegant and streamlined, it becomes like all the other games, and possibly worse, since the more we add to it, the more complex the game becomes to play.

I have my ability score pools, my XP, resting, and now wounds to keep track of. At some point, it becomes too much, and the power of each resource diminishes.

Even "death at zero pool points" is up to referee discretion. If I got there by just spending pool points but never got a scratch on me or took one injury, isn't that exhaustion, and I collapse instead of dying?

There is a risk here of overcomplicating things for an audience who will never really grasp this game, nor appreciate the original design's elegance and charm.

Friday, July 18, 2025

Wounding Changes

There was a new Cypher System email updating wound changes. I will leave most of this to the email to lay out, and sign up for the crowdfunding to get them!

The most crucial point is that the wounding system is getting decoupled from the ability score pools.

Finally! Now, there is no conflict between "spending pool points to avoid damage" and "just taking the damage and losing the pool points." They are both the same to many groups, even though I would adjudicate this as "wounds are real narrative things," and they can be sources of extra hindrances and GM Intrusions.

Now, the wounding system is more like "hit point systems" that people are used to, but a bit more abstracted and easier to use. This is a good change overall, and it simplifies the process of taking wounds, making it one less confusing step and more straightforward in a narrative sense.

Pools are pools, and wounds are wounds.

Tuesday, July 15, 2025

Setting Books

Part of me would like Monte Cook Games to standardize on the Cypher System as the core rules for all the setting books, stripping out the rules from those games and leaving them as pure setting guides. We would receive more information on the settings, as well as setting-specific character creation details, and we would not need to reiterate the core rules of the game repeatedly.

The Strange is strong enough a setting to stand on its own. So is Numenera. In fact, these are more compelling as stand-alone books and pure setting guides.

While I like the idea of a fantasy-inspired version of the Cypher System, we have the Diamond Throne, which is a setting plus a game, and the Godforsaken book, which is a genre guide. I would love for this to be the core Cypher rulebook, a genre guide, and then a setting book, with no repeated information.

With character creation centralized on the Monte Cook Games site, it makes sense to consolidate everything and use that single tool for all settings. Perhaps they will create a "campaign flavor" option to "name things as the game you are playing names them," but I don't see that as a strong approach to this.

When I play any of these games, I will reach for my Cypher System core rulebook and use that. I understand "having each being a standalone," but they are all 90% similar in terms of rules and character options. This is sort of the GURPS argument and game structure, where you have a core rulebook that is any game, and then genre and setting specific sourcebooks where the main rules are not repeated.

Saturday, June 21, 2025

Solo Play and Parties

I tried Cypher with a three-character party playing solo, and I did not enjoy it as much. There is a lot to keep track of regarding pools, XP, and Player Intrusions by each of the characters. I would inevitably split them apart to run solo, since the stories were better focused and more compelling. In the end, I was playing three characters solo, and there I was again.

I can play almost any OSR game, or even 5E, solo with a whole party of four all by myself. The characters lack significant depth. The healer is the healer. The DPS is DPS. The tank is the tank. Everyone has a job to slot into. That can happen in Cypher, but there is far more to track and manage in Cypher than there is in 5E.

Cypher characters look deceptively simple, but they hold more depth than a 5E character.

A lot is happening inside them, and even more externally, as each character can impact the narrative. With a party of three, I am shuffling XP around, tripping multiple Player Intrusions, and pulling GM Intrusions on them all. It becomes a bit much, and I prefer to focus on one character, keeping the lens tightly on that character's story.

There is also the issue of not having another player to give GM Intrusion XP to, so the player only gets one. I bank that other XP in a "story pool" which I will later use to determine other end-of-session rewards, such as money, favors, treasure, artifacts, lucky breaks, helpful NPCs, and benefits that NPCs and communities can give the players. It becomes an "NPC Intrusion Pool" that will favor the solo player at the GM's discretion, at 1 XP per favor or reward.

The solo player is still feeling the benefits, but can't spend or use those XP for themselves, as they are indirect rewards. If the player needs a helpful town guard to wander by as the character is losing a fight, I can spend an XP from that pool to give them a little help. The town (or any NPC) could also "help itself" with this pool, such as increasing patrols at night, which would make it harder for criminals to operate at night, thereby indirectly helping the PC by reducing enemy encounters after dark.

This pool could also be used to start Story Arcs for the town or NPCs, theoretically, and also to pay to advance them (instead of being rewarded by achieving each step). Like if the city wanted to build a bridge over the river, this pool could be spent to advance that subplot, since it will ultimately be helpful to the town (and the PC) if getting across the river were easier for everyone. The player could be called to help in this plot, too, so XP rewards could be earned there. If my solo character wanted a change to the city, such as a new blacksmith opening, and this did not require a plot, pay an XP from the NPC Pool to do an NPC Intrusion and open one.

With me running three or four characters, I get overwhelmed. With just one, I can use my XP smarter and pool them to advance the narrative.

Wednesday, June 18, 2025

Followers and NPCs

There are three classes of NPC in the Cypher System: NPCs, NPC Allies, and Followers.

I went in looking for rules to create a "starship crew" for the game, and my first inclination was to give them all a level and potentially a modification based on their specialty. For example, my level 3 ship's doctor would have a modification in medical, allowing them to perform at level 4 in medical tasks.

This was the right call, and it matches the Followers rule on page 233. The Followers' rule says that an NPC Follower can have several modifications equal to their level, so my level 3 doctor could have medical, biology, and diseases as modifications and get another level when dealing with those fields. Doing this makes the NPC Follower-like, but they aren't a Follower unless a character's ability grants the PC one. We cross into creature and NPC design at this point.

Ordinary NPCs just have a level and a modification if you wish. For the most part, they will be a single number for their level. When an ordinary NPC fights another NPC, it is just level versus level, and the higher level is the winner. The rule for this is on page 215.

An NPC Ally, like a wolf pet of a PC, has a level, and their attacks are rolled for by the PC. This rule is on page 222. For the most part, this can be handled as a cooperative action, as outlined on page 226. Note that pets are not necessarily Followers as defined in the rules. Pets do not usually gain modifications unless the pet is obtained through an ability that grants a Follower.

These modifications granted by the Follower rules are essential! The NPC becomes "extra special" and starts getting bonuses in many areas. A follower can even be 'exceptional' and be one level higher than usual (page 233).

Now, how do you roll a leveled NPC attack against another leveled NPC attack? The game says "rolls for them," but how does my level 4 wolf attack a level 3 orc war chief? What is the difficulty number?

For "level versus level" battles, I use the Vehicle Combat system on page 230. Simply compare the numbers; if the attacker is higher, ease the attack by the difference in levels. If the defender is higher, hinder the attack by the difference in levels.

So, with our level 4 wolf versus the 3 orc chieftain, the difference in levels is one. Our wolf is one higher, so we ease one level. So the difficulty of the attack is the orc's level of 3, eased by one level, to a difficulty of 2, a roll of 6 or higher on the d20. What is the damage? A level 4 wolf would do their level as damage, normally, unless the wolf has a modification to damage, which would add one to five.

Followers are notable NPCs granted as allies through character abilities. For the most part, they act just like NPCs in most ways. They can grant PCs assets in various tasks. When the follower is level 3 or higher, they can grant a PC an asset to attack and defense, but only if they have a modification that allows them to do so, such as "assists defense" for a shield bearer. This is all on page 233.

If a Follower attacks another NPC, you have just ruled "level versus level" or handled it like vehicular combat. If you need extra depth and detail, take the time to play it out in wargaming detail; otherwise, use your best judgment and incorporate it into the narrative.

So, for my starship crew, all I need is a list of NPCs and any modifications they have. I won't go whole "Follower level" with any of them unless the PC gains one as a follower; they will all be standard NPCs with a few optional specialties.

The Cypher System makes this easier than any other game. If you are running a large starship crew, a superhero group, or a fantasy guild full of NPCs, no game makes it as easy as this. I remember in Star Frontiers needing a character card for every NPC, or in D&D 4E, having a full character sheet for everyone in the player's guild. It was a massive amount of bookkeeping for no good reason. If you run a guild where PCs take a group of NPCs out for an adventure, only the PC needs a character sheet; everyone else is an NPC with a level and a few modifications. Since a modification can be a power, you can simulate traditional fantasy classes this way easily.

Followers gain special modifications, can assist in attacks or defenses, progress in levels, and can be exceptional because they cost a character pick.

NPCs (and NPC Allies) are mostly the normal "everybody else" in the world, and should not be as powerful or versatile.