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I wanted to change the system so that the number of years experience or training actually meant something but that still factored in the characters' natural abilities so this time, I decided to expand out Cyberpunk's own attribute bonuses for BOD to cover all attributes except LUCK (which is spent to bump up die rolls): -2 for 2, -1 for 3 or 4, 0 for 5-7, +1 for 8 and 9, +2 for 10 and +3 for 11 and 12 (superhuman, if the attribute can be boosted above human maximum). Sure, a person with higher dexterity will be better at fiddly work than a person with lower dexterity - but not to the degree that it equates to years more experience. That's an inherent flaw in the Cyberpunk system - REF 10 + Drive 1 has an advantage over REF 6 + Drive 3 any day, regardless of how the CP2020 book might describe the skills - and it took adding the figures together and clumping them into "proficiencies" to realise it. It seemed to me that it was ludicrous that a person with a year's experience/training could be far better at a skill than someone with 4 years' experience just by having sufficiently higher stats. Previously, I based a character's "proficiency" on STAT + Skill points + relevant DMs (from Ocelot's advantages and disadvantages) but the problems were: some characters' stats were such that they were automatically at "Adept" before taking any levels in the skills and it meant that characters who should be better at something than others were not because of where the divisions between proficiencies lay. Task resolution? Came up with a D20 system based on the difficulty levels from Cyberpunk and 6 levels of "proficiency" - "Untrained", "Novice", "Adept", "Expert", "Guru", "Lesser God".
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Hit locations? Tried a number of systems and now trying my own. Roles and skill sets? Abandoned ages back in favour of Ocelot's system. Humanity Loss? The first thing to go ages back.
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The new character sheets look quite interesting with tick boxes for stress and fatigue points (a la Ianus Games), CP2013 wound status and hit locations/percentages loosely based on CDC reports of actual firearms assaults (so D100, natch.)Įvery time I've GM'ed Cyberpunk 2020 I've tweaked and modified something as I find the source has a number of flaws and I'm constantly finding more the more I GM.
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Finally started up my latest Cyberpunk campaign with (mostly) new players and even more house rules along with alternative rules pinched and modified from various online resources (Blackhammer, Ocelot et al) and alternative sources ( Cyberpunk 2013, Ianus Games' Dark Metropolis etc) - and a number of other mods.
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