d20 Modern Cyberpunk
Posted: Tue May 25, 2010 3:56 am
Hey guys,
So, since last game was kind of a playtest, I want to make tweaks to the rules over time. There's a couple of questions I wanted to ask.
Implant Use Limits The Thermoptic Camouflage Implant in particular, I'm concerned than ten rounds of use per day is a bit short. It was intended as a balance for combat (preventing people from going invisible for the whole combat without penalty), but I can imagine a lot of people want to use it outside of combat, in which case using it for a minute in abstract time makes it useless for a whole day. The d20 Future book has a similar implant that runs for ten rounds every hour instead of every day. Would that seem too broken? Similarly, some implants (like the Programmed Reflexes one that gives you a free attack) only work once every 12 hours. I want a limit to avoid people spamming it over and over again, but is 12 hours too long?
Cyberdecking and Improving Right now, cyberdecking is based largely of (d20 + Int bonus + program grade + Computer Use synergy bonus). The problem is, the decker doesn't really get much better as they level up. Their Int bonus really will only change with equipment upgrades or stat bonuses, and it takes a full five ranks of Computer Use to get another bonus, which takes a long time to build up. Do you think it should be based on something that'll scale with level more?
Purchasing I'm still a little uncertain about whether I like the Purchase system. During character creation, the rules state that you must make a roll, but you can't Take 20 when you're building your character. You are free, after the start of the adventure, to Take 20 on buying if time is not an issue. So the roll is basically just for high-pressure situations ("Can I scrape together the cash to pay for this right now?") instead of general shopping. Is everybody happy with this? Do you feel its fair? I was considering tweaking it, but I don't want to mess with it if it isn't necessary.
Thanks for your input.
So, since last game was kind of a playtest, I want to make tweaks to the rules over time. There's a couple of questions I wanted to ask.
Implant Use Limits The Thermoptic Camouflage Implant in particular, I'm concerned than ten rounds of use per day is a bit short. It was intended as a balance for combat (preventing people from going invisible for the whole combat without penalty), but I can imagine a lot of people want to use it outside of combat, in which case using it for a minute in abstract time makes it useless for a whole day. The d20 Future book has a similar implant that runs for ten rounds every hour instead of every day. Would that seem too broken? Similarly, some implants (like the Programmed Reflexes one that gives you a free attack) only work once every 12 hours. I want a limit to avoid people spamming it over and over again, but is 12 hours too long?
Cyberdecking and Improving Right now, cyberdecking is based largely of (d20 + Int bonus + program grade + Computer Use synergy bonus). The problem is, the decker doesn't really get much better as they level up. Their Int bonus really will only change with equipment upgrades or stat bonuses, and it takes a full five ranks of Computer Use to get another bonus, which takes a long time to build up. Do you think it should be based on something that'll scale with level more?
Purchasing I'm still a little uncertain about whether I like the Purchase system. During character creation, the rules state that you must make a roll, but you can't Take 20 when you're building your character. You are free, after the start of the adventure, to Take 20 on buying if time is not an issue. So the roll is basically just for high-pressure situations ("Can I scrape together the cash to pay for this right now?") instead of general shopping. Is everybody happy with this? Do you feel its fair? I was considering tweaking it, but I don't want to mess with it if it isn't necessary.
Thanks for your input.