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I’m relatively new to Cyberpunk Red as a system, I’ve started seriously diving in during the past few weeks but most of my TTRPG experience is with 5e and other more popular systems.
I’m absolutely in love with Cyberpunk as a setting but the system leaves me wanting in some places, one of the main ones being the role abilities.
Some of them I have no issue with. The abilities of Netrunners, Techs, Medtechs, and Solos are familiar and comfortable, abilities that provide unique, ever progressing interactions that make the classes recognizable. Nothing special but I can see how they’d be fun.
Rockerboys and Medias initially seem intriguing and fun but I’m not a huge fan of the way they gameify social influence. Instead of a reputation being something to build naturally over a campaign you just get more popular with a skill upgrade. Same with Fixer. The automatic discounts and social awareness skills are alright but your connections just appear out of thin air.
As for Execs, Lawmen, and Nomads, aside from poor theming I feel like they can mess with the balancing of encounters and supplies. Having to consider team members and backup for every encounter, having to take into account the easily accessible vehicles (if they’re going to be useful in your campaign at all), it just seems to me they’re all thematically and mechanically off.
But that’s just me analyzing the rules, perhaps they feel great in game or maybe this just isn’t my cup of tea and I’m the odd one out. I just wanted share my thoughts and here what other people have to say about the topic.
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