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10:23, 28th March 2024 (GMT+0)

GM clarifications.

Posted by Richard NightFor group 0
Richard Night
GM, 6 posts
Sun 22 Nov 2020
at 03:46
  • msg #1

GM clarifications

Any house rules or rule clarifications will be posted here.
Richard Night
GM, 7 posts
Sat 28 Nov 2020
at 06:32
  • msg #2

GM clarifications

Obviously, everyone involved is still learning the system for Cyberpunk RED.  I have read the rules over and have quite a few questions about some things.  As the GM, it falls to me to make decisions on those questions.  I am willing to accept input from the players, but ultimately the decisions are what they are.  Please be polite with any disagreements you may have but understand that everyone doesn't get their way (especially in the future).

I intend to incorporate some of the older rules from the 2020 set, but that will happen down the line.
Richard Night
GM, 8 posts
Sat 28 Nov 2020
at 06:36
  • msg #3

GM clarifications

Firstly, I don't like the fact that as soon as you take a single point of humanity loss, you lose a point of empathy.  So...

When you make your character, roll a d10/2 RD and add this to your starting Humanity.  This will add from zero to five extra points of Humanity.  Remember, round DOWN.
Richard Night
GM, 9 posts
Sat 28 Nov 2020
at 06:46
  • msg #4

GM clarifications

The rules don't make it clear why you want/need a medtech bag, tech bag, or techtool (what I'm seeing in my initial readthrough).  I'm thinking that if you want to do something that would use those items, then you probably need those items.  Not having it will have a game effect to be determined.  Something like a higher DV if you don't have the item.  We'll see.
Richard Night
GM, 23 posts
Tue 1 Dec 2020
at 21:04
  • msg #5

GM clarifications

I will be using Cultural Familiarity rules from the jumpstart kit.

"When you don't have a skill that will apply, you can use Cultural Familiarity in place of a Skill."

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Education         1-2     3-5      6-8     9-10

Cultural             0        1         2        3
Familiarity
This message had punctuation tweaked by the GM at 05:30, Sat 05 Dec 2020.
Richard Night
GM, 32 posts
Sat 5 Dec 2020
at 05:33
  • msg #6

GM clarifications

I am not happy with the combat system in RED.  They have taken all the detail out of it.  I will be adding modifiers to shots, change up the cover system, rules for pushing, maybe some other stuff.  All these new rules follow:
Richard Night
GM, 33 posts
Sat 5 Dec 2020
at 05:49
  • msg #7

GM clarifications

Combat Modifiers

Immobile Target                       +4
Ambush                                   +5
Aimed Shot                              -8
Blinded (dust, sunlight)             -3
Using two weapons                   -3 for each weapon
Firing while running                  -3
Firing 2H weapon with 1H*        -2
Large target                            +4
Small target                             -4
Tiny target                               -6
Aiming                                    +1/rd (up to three rounds)
Extra actions                            -3/action for all actions


*2H weapons are Heavy SMG, shotgun, assault rifle, sniper rifle, greanade launcher, rocket launcher.  If you are forced to shoot these one-handed (arm blown off, e.g.), then this modifier applies.
Richard Night
GM, 34 posts
Sat 5 Dec 2020
at 05:55
  • msg #8

GM clarifications

You may take more than one action in a turn at a penalty.  The number of actions is based on your REF.

REF                  1-4     5-9      10+

extra actions       0        1        2


You must declare any extra actions that you will be taking at the beginning of the round.  If you declare extra actions, there is a -3 penalty to every action taken.
Richard Night
GM, 35 posts
Sat 5 Dec 2020
at 06:04
  • msg #9

GM clarifications

Additional uses for Grab action.

Both of these additional rules use the same mechanics as a regular Grab action (pg 177).

Push - Rather than grabbing the target (or something he has in his hand), you may move the target to an empty square adjacent to that target.  For example, you could push a target out of a window, or into the blast radius of a grenade that is about to go off.

Pass - The assumption is that a miniature cannot move through a square with an opposed miniature.  This creates a problem if you are maneuvering in tight quarters.  With a successful grab action, you may move your figure to any empty square adjacent to the target (allowing you 'move through' the target).  You must have enough movement remaining in your turn to do this, and you must spend the distance moved in movement.
Richard Night
GM, 36 posts
Sat 5 Dec 2020
at 06:18
  • msg #10

GM clarifications

Cover rules

The cover rules in RED are nonsensical.  This is my rule:

A target may be behind 1/2 cover or 3/4 cover.  This is judged by the GM.  If a ranged attack hits a target behind cover, you make a subsequent d4 roll to determine if you hit the target or the cover.  (1 or 2 hits cover vs. half cover.  1, 2, or 3 hits cover vs. 3/4 cover).

If the cover is hit, the cover will take damage.  If the damage done is not enough to destroy the cover, then nothing else happens - the bullet is stopped by the cover.  If the damage done is greater than the cover, the cover is destroyed and damage beyond the SP of the cover continues into the target behind it.

If you are making an aimed shot for a body part not behind cover, then the cover is not taken into account.

Billy is being shot at by a punk wielding a heavy pistol.  He is standing behind a low cinder block wall (sp10), affording him 1/2 cover.  The punk rolls and hits Billy.  He then rolls a d4.  He gets a 2, resulting in the wall taking the hit.  Damage rolled is a 13.  The wall stops 10 points of damage, but is destroyed.  The 3 remaining points of damage hit Billy.
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