ATTENTION at 28:00 I make the mistake of saying you need to spend your EDGE to use EFFORT. While it is in reality the POOL you use to spend points from. The EDGE lowers the cost for spending points from your POOL for anything that normally costs points. Like casting a spell. Pick up the book right here: www.montecookgames.com/store/product/cypher-system-rulebook-2/mcgref/4/
HELL YEAH! This is my main! Heck, when my kids wanted to play D&D I pulled a "we have D&D at home", pulled out the Cypher System rules and build a high fantasy RPG based on that system. I even used their Godforsaken supplement to flesh it out.
I've been running the Cypher System for years, in particular with Numenera, but with other genres as well. I think that you'll really like it once you run/play it a few times. My players love it as well, since they have more control over their characters, and feel that they have more control over the game as well. We've also found it to be far more exciting with GM and Player Intrusions, expenditure of XP, applying Effort, etc. Oh yeah, and it works extremely well for cyberpunk. (We had a ton of fun with that!)
Is there like a cyberpunk setting or module that can be used to accompany the Cypher system? I am interested in running a cyberpunk campaign but because of life my time is limited and I could use some help with the heavy lifting
@@xaosoax81 Monte Cook Games has a supplement called "The Stars Are Fire" which has an excellent section on hard sci fi games using the Cypher System. I've run quite a bit of the genre in Cypher, and it works very well without any need for source material, since everything boils down to a level. I've made cyphers that are one shot attack programs for hackers, electronic passkeys, and using what the game calls "subtle cyphers" to allow the players to push the capabilities of their cybernetics, or obtaining critical information via neural link downloads... It's really slick.
I would love to hear about more ttrpgs! I’ve been looking for an alternate rpg to use with my home brew campaign, something that both I and my friends would be cool with learning.
I ran a Cypher game once and cyphers that allow you to walk through walls didn't make sense. I use subtle cyphers a lot and use a list of cyphers allowed for this setting. Subtle cyphers can be : a useful tip from an NPC, a memory coming back, a book you read recently, a word of encouragement, etc. If you control what the cyphers do it really help a genre you might try to emulate.
Ironically the cyphers in the cypher system is the one thing I don't really like about it and don't use. thankfully you can drop them with no real repercussions. The rest works very well.
Рік тому+7
@@antigrav6004 I wouldn't lie, I had to get used to it. But once we understand that what really matters is to give players a one-shot little ability once in a while make the game fun. Cypher is another word for potions, scrolls, one time use feats, etc.
I believe cyphers are 1 time use - in many ways they are meant to be "game breaking" but they also solve the power creep problem of most fantasy TTRPGs, in D&D your characters keep getting more amazing loot that can do amazing things... but it becomes really hard to design fun adventures when your players have flying boots and can walk through walls and can read the enemies mind etc. Cyphers are the 1-time use version of that. Okay you have flying boots but they deteriorate after the first flight. The player gets to do something awesome with it ONCE but they can't rely on it indefinitely
@@roqueadeleon - Plus those Cyphers are meant to be found more often than in most other games. It's mentioned in the book but you can also see it in many of the creatures' loot info. Hand 'em out more regularly. Easy come, easy go. I also like that many of the Artifacts, which are multi-use special "magic" items often with spells effects, have a soft cap on how long they last before being drained like a magic item with 'charges'. Those which you roll a die after each use and a very low roll, depending on specific item, means it's magic is completely discharged. So the player has to consider that before using it willy nilly. Of course, recharging such a thing is offered as a possibility via the GM giving such a requirement to do so.
Thing is : the GM only having to think about level and story & players rolling everything, their is SO MUCH LESS downtime for players to get bored since they roll dice to defend/react/etc. on the monsters' turns. this system does it all for me! Also ; Cypher can be used in so many ways and is SO easy to modify for a specific need. Most situations are already in the core book (ex. superheroes/vilains use powershifts) and they are marvellous teh way they are, but some easy modifications on the fly I used in various games are : Grim dark fantasy? add a single level to the monsters (RARELY +2) 0 characters? Start with half their pool maximum and gain +1 per game until equal to tier 1 etc. Wanna play on a grid? MOVEMENT becomes Immediate 1 square, Short is 5, long is 10 (AKA 1/3rd of the range value) while all other distance (ex.range) remains the same (3/15/30) ALSO : Lame at mathematics (ex. playing with young kids or people who struggle with multiplying by odd numbers)? Use a D6! It modifies the odds by less than 0.14% (if memory serves) and you simply have to roll equal or higher than the level (On a "1" --> reroll --> 1 or 2= GM intrusion, 3-4 = failure & 5-6 = sucess on a level 1 task, While on a natural "6" --> reroll --> 1 = +1 dg, 2 = +2dg, 3-4 = minor critical, 5-6 = major critical). Voilà! All lost 0.14% are condensced and lost at the roll level 1 (the least important) without altering the GM intrusion odds or critical odds much. PS. About the NPC VS NPC thing, "the Stars are Fire" supplement offers simple rules for this that anybody can guess just by reading the core rule book.
@@MrTarrasque Thanks! I came up with it after a discussion by the "Cypher Unlimited" crew on how the X3 could be difficult for some people. You could get my "Character creation & level up (Descriptors, Foci & Types list)" document from their facebook or discord. just ignore the house rule on the first 2 pages (it's old and ... meh) and you'll have every single options available from every book I had back then. Can't wait to see you comment on your games and ideas you'll come up with. the system really shine there too. ;)
I see you have Dune in your shelf! Then you will probably like "Numenera" which is a futuristic version of Cypher System. It's set on a world full of nanobots and ruins from past advanced civilizations. Those nanobots are the source of "magic" and all the Cyphers are just old artifacts with just enough energy to be used once. It's really interesting and weird!
@@MrTarrasque wouldn't be where I am today without the other people in the scene, like you, helping to shape my voice! The new TTRPG renaissance is upon us, and I'm stoked to hear more about Cypher from you my dude!
I get your argument with subtle cyphers, when I first read the book I couldn't understand how I would ever use them, but a good way to think about them in modern/future games is as luck or if as I do in my cyberpunk games I use then as glitches the character can use, where they go into a cyber-rage or they can use them while net running, but if you don't know how to give them the simplest way is just luck or like a blessing, and luck could just ease a roll by 1, or give them a D4 to roll
Subtle ciphers you could perhaps treat like Vancian magic (early dnd days) and basically it's a spell they know but as soon as they cast it, they forget it. Then perhaps there are other ciphers that take a while to read (e.g. a book of subtle ciphers / Spellbook) that could be "read" over 10 minutes or an hour to regain specific ciphers. It would be a weird way to rebuild a wizard with magic spells within this system.
GM Intrusion: Player: "I rolled a 1 for that pit jump attempt." GM: "Do you want to accept a GM Intrusion and get two XP, or do you just want to just trip over your laces and fall flat on your face?" Player: "Er, what is the intrusion going to be?" GM: "Look, do you want the deal or not?" (grins evilly).
There's a few ideas here I'm already familiar with, player facing rolls, abilities as 'hp' pools and the ciphers/one-off abilities as bonuses. But really, the (difficulty-modifier)x3
If you play D&D there is no a way it's more math than that game LOL. Every roll in D&D is adding bonuses etc. In Cypher it's pretty easy to think in the multiples of 3. But I do get how It can be annoying - I think there have been homebrews to try and get it on a different dice like a d10 or d12 so you wouldn't actually need to do the 3X but I do think that would mess with the gameplay a bit.
As a GM, just announce the target number on d20 to the player. When they want to use skills, abilities, items, etc for bonuses, just subtract 3 from the target number for each. As long as the players know each modification will be plus or minus three, they don't need to worry about the level so much. It's mostly the GM checking that when referencing a creature's level or with some abilities. Although those usually already have the (x3) target number listed in parentheses afterward anyway. Think in 3's.
The math is simple and will become second nature super fast. It's certainly way easier than most of the games I grew up playing like Champions/Hero and AD&D 2e.
I really enjoy this system have been exploring it for the last few years ever since I heard about Numenera. I do feel like it truly is setting neutral and you can flavor it with just about any action based setting like Fantasy, Horror, Super Heroes etc. Also as a GM it's a lot easier to run than D&D imo.
I've GMed Cypher since it released in 2013 as Numenera. Shields provide an Asset which is a situational modifier that reduces Speed defense rolls. You can only benefit from 2 assets for any one roll. Love the vibe and welcome to Cypher System!
@@MrTarrasque speed is what's used to dodge attacks Think of a might based attack like a shove or a trip a big overhand chop or poisin. You use speed to get out of the way So shields add an asset to those specific things
Attacks also vary depending on the player. An adept will use intellect to make attacks via onslaught which can do physical or mental dmg by passing armor An thief might use hidden daggers that use speed And a warrior could use a bow and axe combing bith speed and might to make attacks Heavy weapons usually take might to wield but a medium weapon can use either speed or might! Making them versatile in a lot if situations
As you commented already, you somewhat mixed up POOL, EDGE, and EFFORT. So I will try to give a somewhat wholesome explanation to clear up a few things (and throw the CHARACTER STATS in there as well, to make it easier to understand) as this is an essential concept in the game. After that I will also expand a little on the XP system in the game, as it's also one of the essential tools in the game. CHARACTER STATS: - MIGHT -> strength, constitution, physical prowess, etc. - SPEED -> dexterity, movement speed, agility, quickness, etc. - INTELECT -> intelligence, wisdom, wits, eduction, etc. POOLS: Each CHARACTER STAT has its own POOL. The starting (and usually maximum) value of each POOL is the value of the CHARACTER STAT. POOLS is spent in three ways: a) Ease the difficulty of a skill check (including an attack roll). This is called applying EFFORT (more on that under EFFORT) b) Increase the damage of an attack. This is exclusive with a, so you can either ease the skill roll of an attack or increase the damage, not both. c) Taking damage. Whenever you are taking damage, you reduce the corresponding POOL by the damage value. Physical attacks are most likely to be taken from MIGHT, mental damage is usually taken from INTELECT, and seldomy SPEED damage can be applied. If you are to take damage, but the corresponding POOL is already at zero or becomes zero during the process of reducing the excess is taken from other POOLS in the following priority: - MIGHT - SPEED - INTELECT If all three POOLS become zero, you are either dead or unconcious (the attacker can opt to incapacitate instead of killing you). EFFORT: Applying EFFORT simply means spending three points from one POOL to gain the first level of EFFORT and two points for each level of EFFORT thereafter. One level of EFFORT reduces the difficulty of by one, or - in case of increasing the attack damage - adds three points of damage to the base damage after the attack was successful. The EFFORT value printed on the character sheet tells you the maximum level of EFFORT you can achieve for a single roll. So if you EFFORT is at one you can only spend up to a maximum of three points from a POOL to gain one level of EFFORT. EDGE: EDGE make paying to reach a level of EFFORT easier, by reducing the cost of points you have to spent from the corresponding POOL one for one. So, for example, with one point in the EDGE POOL you only need to spend two points from the MIGHT POOL, to reach one level of EFFORT. As you can see, with three points in EDGE of one of the CHARACTER STATS, you can basically reach one level of EFFORT in the corresponding POOL for free (and EDGES do not stop at three, the can get higher). To give an example, based on the character sheet in the video (for the EFFORT entry on the character sheet I am assuming a value of two, though): Juciy Jane is chasing a thief through some streets in an undisclosed town. The thief is a level four, so the base difficulty is four. Jane therefore has to roll 12 or higher to successfully chase the thief. But the thief was born here, the streets are crowded, and Jane only just arrived at this town, so the GM decides to increase the difficulty by one to five. Jane now has to roll 15 or higher to be successful. Not good enough for Jane so she decides to put some effort into the chase. Jane decides to apply two levels of EFFORT (her maximum) to the roll. To apply a level two EFFORT she needs to spend five points from the SPEED POOL in this instance, but since the also has three points in the SPEED EDGE she can reduce the six points of cost down to two. She marks off the two points from the SPEED POOL, therefore the previous value of nine now became seven, but she effectively reduced the difficulty from five to three. Now she only need to roll nine of higher to succeed instead of a 15. As you can see POOLS play a vital role in the Cypher System as they are you lifeline (literally) but can also be used to make things easier by basically exhausting yourself. One more reason I really like the Cypher System. Also to expand a little bit on the XP. You can spend XP in one of four ways: a) For 1 XP you can "purchase" a reroll. There is no limit on how often (even for the same roll) you can do that, but for each reroll you have to pay 1 XP. With 1 XP you can also reject an GM intrusion. b) For 2 XP you can gain a short/medium term benifit, something like very specialized knowledge. The explanation for the benefit usually has to be anchored in the story and is very specific. c) For 3 XP you can get a long term benefit, like for example you made a new contact that you from now on can "access". This usually also needs to be anchored to the story, but is much broader that the short/medium term benefit. d) For 4 XP you can get one of the CHARACTER ADVANCEMENTS shown in the video. It is suggested that players do not hoard XP, and it is hinted in the book that you should try to make players spend their XP once the accumulated 10 or more XP.
You got a few things confused but this is a great video nonetheless. I really hope more people come to the Cypher System, it countless tools and opportunities for wonderful collab story-telling.
I really like it just 2 things I would change... no X3 to complex just say what number on the D20 or more/less and then decrease it when the player makes a good argument. Random Cypher? More like alays have cypher... got robo legs to move 2 distances with 1 actionns? ABSUSE it... Got a big sword that has stupid reach? You do now.... Pretty much I would use it as the one cool think each PC can do... Also that is how you make RWBY semblances work in a TTRPG... Oh man why didn't I think of it earlier? Also I like the distances they are a great short hand for any system... So yeah thanks for this sound like a cool light system and gave me ideas for my own game!
Thank you for the video! How to plays are very helpful to get a grasp about what a system is about if you dont have the luxuary to play in a game of it or see a stream or actual play podcast. If i know correctly isnt there also tons of supplements and adventures for cypher?
Thanks! And yes there is a bunch of content for Cypher. Not as much as 5e ofcourse. MonteCook's setting Numenéra is built for it and I'll be reviewing that soon
Try picking up copies of the original 1990s WEG Torg (rules & settings books) and use Cypher (with a few tweaks to reflect the nature of "Storm Knights") to play some adventures across the Reality-Torn Earth (and beyond). Most excellent. Infinite possibilities.
With the system you could multi aspect a roll - the player would argue that both acrobatics and athletics would ease the roll etc. Maybe my tactical mind has me run the scenario in my head and thinking about it for a round eases the roll by 1 more. Ooh. 19 and over you could maybe hinder the attack difficulty of that creature or ease morale rolls for friendlies in your party.
I believe you confused your Edge and Effort... Pool says how many points you have left in your particular Stat, which will make what your Max Pool is. Edge is a constant that reduces the use of a pool point for a task; commonly this can be seen in a Warrior making an attack, or a wizard casting a spell. Effort determines how many times you can use 3 pool points to reduce a task. Once you have 3 Edge in a pool, you can use a free effort to reduce a task difficulty. Iv noticed that Edge and Effort seems to be a common thing people get confused on in the Cypher System. I run Numenera, and while I still need to help my players out on aspects of the game mechanics, I found the best way to get my players to "get into the Numenera mindset" was too watch the Studio Ghibli movie "Nausicaa of the Valley of the Wind"; and pay attention to the character of Nausicaa. Everything she has is a tool that has multiple uses. Everything she comes across, she caustiously watches before deciding if it can be interacted with safely. I think the Cypher System also offers some of the best ways to play in the style of certain types of classic games; like the original Fallout games. The ability to play a completely charismatic character that can talk their way through anything? Yeah, kinda hard to do that in D&D, even as a Bard. Oh, and unlike in D&D, a Speaker can list a skill as Seduction...thus, can Seduce the Kaiju!
I am excited, I'm just not covering it untill I know more. I'm not the type to speculate. For me, the game just goes on. And a system is 'just' a system.
How does the cypher system handle stats? Broad question I know.... But I've always had a problem with a stripped down stat system that goes all the way back to 2E AD&D. The fewer stats you have, the more an individual stat has to represent. So in Cypher you have Might, Speed and Intellect. So does Intellect (for example) also become your perception, and your charisma, and your wisdom, and your persuasion, and all aspects of any mental attribute that exists? Is most intelligent person in the world is also the most charismatic? The most perceptive? The most disciplined, the most intimidating and the most empathic? IMO the standard set of six stats (STR DEX CON INT WIS CHA) for example don't do enough in games, how is stripping it down to just three stats a method accurate enough to represent the broad range of physical and mental attributes real humans have in the real world?
My probalme with this is that sometimes as a storyteller you make a mistake and you need to pull back to not cause a TPK. "Rolling badly" is an acceptable way to do this. It preserves drama and give you an out when things go sideways. If you start lowering difficulties everyone will know what you are doing.
I take your point but is the fault of the system you are playing where encounter balance is difficult to predict? In a fast turn system like this if the players start rolling badly something can happen on round 3 where an ally turns up, the roof collapses blocking off enemy ranged attackers or the players can burn through their own resources to lower difficulties more. I'd have to play it but I think as GM you always have ways to help or hinder. Plus here if players do get really really unlucky they can put their dice in dice jail but they can't blame the gm it's just bad luck and that's why it's a dice game. Sometimes you lose and have to burn the xp you earnt last week and sometimes you lose and roll a new character to avenge the old one.
@@nicka3697 Yes, it is possible to help her hinder a player in a combat situation. But the idea that you can always do that subtly and in a way that doesn't change the expectations of help in the future seems like a skill that would take a lot of practice.
@megan_alnico agreed. I don't know what advice the book gives to GMs but if you always try to prepare a plan for how the environment around a fight will develop it will make your combats much more interesting and dynamic and then modifying that plan becomes easier and doesn't jar. I don't do this. I'm a poor DM. But maybe I could learn 😌
I think it's always better to help them using story solutions rather than fudging the dice. But then I'm the sort of lunatic GM who rolls dice in the open and writes novels for a living, and also doesn't mind delivering the occasional TPK, depending on the style of game chosen. Also, in Cypher players can burn XP to help themselves. And their characters can run away. They don't have to stay in place and slug it out, worrying about attacks of opportunity.
I don't know if this was intentional, but the book is currently on sale. I wish the shipping prices were not as steep for Ukraine. Seriously, a $410 DHL express is probably the craziest shipping cost I've ever seen for a mere book!
The system book has a ton of monsters, cyphers, items, gear,... Then there are the setting books like Numenéra, that have more stuff that makes sence for that particular world.
I think you kind of confused edge and effort. Your effort level applies across all stats and limits how many “levels” of effort you can apply. If you have an effort level of 1 you can spend your pool for one level to ease the difficulty by one, if you have effort you can do two levels of effort to ease the effort by two. The normal cost of effort is 3 for the 1st level , 2 for levels 3 and up. EDGE reduces that cost by your edge level. For example if I have effort 2 and edge 1 might, using effort in might costs 2 for the first level (3-2) 4 for the second, six for the third. I know you know it, I just found your explanation a bit confusing.
I have one personal about Cypher: I this easy system for homebrew setting and campaign? Like if you want create homebrew setting for Cypher System will it be pretty easy or impossible?
@@MrTarrasque OK, let's say player want to jump over the lava pool. In 5e DM sais roll for athletics, roll is made, number comes back, DM describes the outcome. Doesn't even have to say number needed. In Cypher it seems like GM first have to say the number, than player thinks about options and chances, than uses or doesn't his abilities to deduct, then other options can be used. Difficulty can be changed several times. And then finally roll... Isn't is long?
@@Kokocudaci Yes, I see where you are going with this and in a way that's true. In 5e when I set a difficulty of say 15, the player looks at whatever they need to add to their roll. Then then STILL get to look over their sheet or look at their party to see if they can do stuff to add to their modifier to make the jump easier. In CS, you cut out that first part. There is no skill that gives you a modifier so you can just make the roll straight up and pray to the gods (or decide it's easy enough to try it that way) OR you look for things to make it easier.
@@Kokocudaci I have yet to play/run my first CS game myself. But I'm listerning to actual plays on spotify to get a grasp, and it's way more centered around the story and action than the tactics and powerplay. Altho when I'm flicking through the books, there is so much powerplay potential
Hi Mr Tarasque, Am I correct when I suspect you’re Dutch? If so, where can I order the physical book for a reasonable price to ship it to my address in the Netherlands? Also, Is this al you need for a DM and A Player or are there separate books like D&D (DMG, PHB, MM) Thanks for your reply 😊👍🏻
I'm Belgian, and I am not sure where you can get these books. MonteCook has sent them to me. Technically you can run a game with this book. It has monsters, classes, ... so you don't NEED another book. This even has an entire GM guide section that's really big and well written. There are other books with settings and more races/classes that are written for the Cypher system, the most famous one is Numenéra, wich I'm covering next week.
Sound so simple you don't need a GM. Just toss out 5 sets of numbers and the player can go from one list to another and roll to win at each list. Yay... we made a GM useless and the game just math.
ATTENTION at 28:00 I make the mistake of saying you need to spend your EDGE to use EFFORT. While it is in reality the POOL you use to spend points from. The EDGE lowers the cost for spending points from your POOL for anything that normally costs points. Like casting a spell.
Pick up the book right here: www.montecookgames.com/store/product/cypher-system-rulebook-2/mcgref/4/
Don’t forget skills can reduce the difficulty level by 1(trained) or 2(specialized)
HELL YEAH! This is my main! Heck, when my kids wanted to play D&D I pulled a "we have D&D at home", pulled out the Cypher System rules and build a high fantasy RPG based on that system. I even used their Godforsaken supplement to flesh it out.
Hahaha! As a father I can relate to this
Bow before the meme lord!
I've been running the Cypher System for years, in particular with Numenera, but with other genres as well. I think that you'll really like it once you run/play it a few times. My players love it as well, since they have more control over their characters, and feel that they have more control over the game as well. We've also found it to be far more exciting with GM and Player Intrusions, expenditure of XP, applying Effort, etc.
Oh yeah, and it works extremely well for cyberpunk. (We had a ton of fun with that!)
As I hear it isn't the deduction from difficulty quite long to play? Sounds like it takes ages to get the outcome compered to 5e.
@@Kokocudaci Oh goodness no. The game plays incredibly fast, the game system almost fades into the background.
Is there like a cyberpunk setting or module that can be used to accompany the Cypher system? I am interested in running a cyberpunk campaign but because of life my time is limited and I could use some help with the heavy lifting
@@xaosoax81 Monte Cook Games has a supplement called "The Stars Are Fire" which has an excellent section on hard sci fi games using the Cypher System. I've run quite a bit of the genre in Cypher, and it works very well without any need for source material, since everything boils down to a level. I've made cyphers that are one shot attack programs for hackers, electronic passkeys, and using what the game calls "subtle cyphers" to allow the players to push the capabilities of their cybernetics, or obtaining critical information via neural link downloads... It's really slick.
This has been my favorite system for nearly a decade, thank you so much for giving this underrated game some attention!
Awesome!
Love you are back at it with the positive vibe
👍👍
Thanks
I would love to hear about more ttrpgs! I’ve been looking for an alternate rpg to use with my home brew campaign, something that both I and my friends would be cool with learning.
I ran a Cypher game once and cyphers that allow you to walk through walls didn't make sense. I use subtle cyphers a lot and use a list of cyphers allowed for this setting. Subtle cyphers can be : a useful tip from an NPC, a memory coming back, a book you read recently, a word of encouragement, etc. If you control what the cyphers do it really help a genre you might try to emulate.
Ironically the cyphers in the cypher system is the one thing I don't really like about it and don't use. thankfully you can drop them with no real repercussions. The rest works very well.
@@antigrav6004 I wouldn't lie, I had to get used to it. But once we understand that what really matters is to give players a one-shot little ability once in a while make the game fun. Cypher is another word for potions, scrolls, one time use feats, etc.
I believe cyphers are 1 time use - in many ways they are meant to be "game breaking" but they also solve the power creep problem of most fantasy TTRPGs, in D&D your characters keep getting more amazing loot that can do amazing things... but it becomes really hard to design fun adventures when your players have flying boots and can walk through walls and can read the enemies mind etc. Cyphers are the 1-time use version of that. Okay you have flying boots but they deteriorate after the first flight. The player gets to do something awesome with it ONCE but they can't rely on it indefinitely
Very good comment
@@roqueadeleon - Plus those Cyphers are meant to be found more often than in most other games. It's mentioned in the book but you can also see it in many of the creatures' loot info. Hand 'em out more regularly. Easy come, easy go. I also like that many of the Artifacts, which are multi-use special "magic" items often with spells effects, have a soft cap on how long they last before being drained like a magic item with 'charges'. Those which you roll a die after each use and a very low roll, depending on specific item, means it's magic is completely discharged. So the player has to consider that before using it willy nilly. Of course, recharging such a thing is offered as a possibility via the GM giving such a requirement to do so.
Thing is : the GM only having to think about level and story & players rolling everything, their is SO MUCH LESS downtime for players to get bored since they roll dice to defend/react/etc. on the monsters' turns. this system does it all for me!
Also ; Cypher can be used in so many ways and is SO easy to modify for a specific need. Most situations are already in the core book (ex. superheroes/vilains use powershifts) and they are marvellous teh way they are, but some easy modifications on the fly I used in various games are :
Grim dark fantasy? add a single level to the monsters (RARELY +2)
0 characters? Start with half their pool maximum and gain +1 per game until equal to tier 1
etc.
Wanna play on a grid? MOVEMENT becomes Immediate 1 square, Short is 5, long is 10 (AKA 1/3rd of the range value) while all other distance (ex.range) remains the same (3/15/30)
ALSO : Lame at mathematics (ex. playing with young kids or people who struggle with multiplying by odd numbers)? Use a D6! It modifies the odds by less than 0.14% (if memory serves) and you simply have to roll equal or higher than the level (On a "1" --> reroll --> 1 or 2= GM intrusion, 3-4 = failure & 5-6 = sucess on a level 1 task, While on a natural "6" --> reroll --> 1 = +1 dg, 2 = +2dg, 3-4 = minor critical, 5-6 = major critical). Voilà! All lost 0.14% are condensced and lost at the roll level 1 (the least important) without altering the GM intrusion odds or critical odds much.
PS. About the NPC VS NPC thing, "the Stars are Fire" supplement offers simple rules for this that anybody can guess just by reading the core rule book.
This comment says it all. And the d6 tip is great.
@@MrTarrasque Thanks! I came up with it after a discussion by the "Cypher Unlimited" crew on how the X3 could be difficult for some people. You could get my "Character creation & level up (Descriptors, Foci & Types list)" document from their facebook or discord. just ignore the house rule on the first 2 pages (it's old and ... meh) and you'll have every single options available from every book I had back then.
Can't wait to see you comment on your games and ideas you'll come up with. the system really shine there too. ;)
I see you have Dune in your shelf! Then you will probably like "Numenera" which is a futuristic version of Cypher System. It's set on a world full of nanobots and ruins from past advanced civilizations. Those nanobots are the source of "magic" and all the Cyphers are just old artifacts with just enough energy to be used once. It's really interesting and weird!
Fun fact - there's a 5e sourcebook for Numenera
I am halfway through the thrid book, I loved DUNE and I hated the second one.
barely an inconvenience? wowowowowowow.... wow
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I’m gonna need you to get all the way off my back sir!
Ok I'll do a backflip
I LOVE the Cypher System! Been a big fan of it for a while now!
Cypher System is amazing.
Thanks for referring me to this video. This system seems to be just the right amount of crunchy.
Welcome to the channel
Thanks for explaining this so concisely! I’m trying to decide if Cypher is the system I want to use.
My five minute video does a better job
@@MrTarrasque I’ll have to check that one out thanks :)
Thank you. This is the least confusing way I have seen the Cypher System explained. I get it now.
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I was going for 'least confusing'
I am glad you found a system that makes you happy. Enjoy!
You love to see it. Got my copy ordered a few days ago and I'm looking forward to getting into it.
Awesome! Also, cool to see you on the channel
@@MrTarrasque hey you're one of the guys that originally inspired me to take up the mic 3 years ago after I saw you advocate for 3PP!
And you grately passed me in views and subscribers already.
@@MrTarrasque wouldn't be where I am today without the other people in the scene, like you, helping to shape my voice! The new TTRPG renaissance is upon us, and I'm stoked to hear more about Cypher from you my dude!
Do you have discord, can you contact me. Join my channel and DM me. I'd love to talk
I get your argument with subtle cyphers, when I first read the book I couldn't understand how I would ever use them, but a good way to think about them in modern/future games is as luck or if as I do in my cyberpunk games I use then as glitches the character can use, where they go into a cyber-rage or they can use them while net running, but if you don't know how to give them the simplest way is just luck or like a blessing, and luck could just ease a roll by 1, or give them a D4 to roll
Subtle ciphers you could perhaps treat like Vancian magic (early dnd days) and basically it's a spell they know but as soon as they cast it, they forget it. Then perhaps there are other ciphers that take a while to read (e.g. a book of subtle ciphers / Spellbook) that could be "read" over 10 minutes or an hour to regain specific ciphers. It would be a weird way to rebuild a wizard with magic spells within this system.
It's good to see, that you didn't let this whole crazy chaos get you down :)
The game goes on, a system is just a system.
love your energy and analysis.... so long WotC
Thanks!
Just found out about you, subbed right away and already watched multiple videos! Great content!
Welcome to the channel!
GM Intrusion:
Player: "I rolled a 1 for that pit jump attempt."
GM: "Do you want to accept a GM Intrusion and get two XP, or do you just want to just trip over your laces and fall flat on your face?"
Player: "Er, what is the intrusion going to be?"
GM: "Look, do you want the deal or not?" (grins evilly).
Haha 😅
Another rpg system I've been looking at for a while is Blades in the Dark. love the concept of it.
It's really good limited but is great and it works with runners in the Shadows for a playable version of Shadowrun.
oooohhh.. CMON! I try to SAVE my money. Now I want to got to the next shop and buy the fricking thing...
damn, man!
😅 I'm so sorry
Mr t is always gonna be a tarrasque monster in my d&d games.
There's a few ideas here I'm already familiar with, player facing rolls, abilities as 'hp' pools and the ciphers/one-off abilities as bonuses. But really, the (difficulty-modifier)x3
If you play D&D there is no a way it's more math than that game LOL. Every roll in D&D is adding bonuses etc. In Cypher it's pretty easy to think in the multiples of 3. But I do get how It can be annoying - I think there have been homebrews to try and get it on a different dice like a d10 or d12 so you wouldn't actually need to do the 3X but I do think that would mess with the gameplay a bit.
As a GM, just announce the target number on d20 to the player. When they want to use skills, abilities, items, etc for bonuses, just subtract 3 from the target number for each. As long as the players know each modification will be plus or minus three, they don't need to worry about the level so much. It's mostly the GM checking that when referencing a creature's level or with some abilities. Although those usually already have the (x3) target number listed in parentheses afterward anyway. Think in 3's.
The math is simple and will become second nature super fast. It's certainly way easier than most of the games I grew up playing like Champions/Hero and AD&D 2e.
I really enjoy this system have been exploring it for the last few years ever since I heard about Numenera. I do feel like it truly is setting neutral and you can flavor it with just about any action based setting like Fantasy, Horror, Super Heroes etc. Also as a GM it's a lot easier to run than D&D imo.
Amen
Thanks for making this video. Definitely considering this as a replacement for D&D.
There is a free starter set somewhere I was told
Major and minor effects on a 20 or 19 are not IN ADDITION to the extra damage, but instead, they work as AN ALTERNATIVE to the extra damage.
Thanks! I'm new to the system so this helps. I swear I've seen it play out as having both somewhere
This system looks really cool. I’ll have to check it out at some point.
I've GMed Cypher since it released in 2013 as Numenera. Shields provide an Asset which is a situational modifier that reduces Speed defense rolls. You can only benefit from 2 assets for any one roll. Love the vibe and welcome to Cypher System!
Quick question, since most attacked are might based. Why is a shield a speed defense thing?
@@MrTarrasque speed is what's used to dodge attacks
Think of a might based attack like a shove or a trip a big overhand chop or poisin.
You use speed to get out of the way
So shields add an asset to those specific things
So you do a speed defense roll, but if you fail, the damage is dealt to your might?
@@MrTarrasque that is correct!
Attacks also vary depending on the player. An adept will use intellect to make attacks via onslaught which can do physical or mental dmg by passing armor
An thief might use hidden daggers that use speed
And a warrior could use a bow and axe combing bith speed and might to make attacks
Heavy weapons usually take might to wield but a medium weapon can use either speed or might! Making them versatile in a lot if situations
As you commented already, you somewhat mixed up POOL, EDGE, and EFFORT. So I will try to give a somewhat wholesome explanation to clear up a few things (and throw the CHARACTER STATS in there as well, to make it easier to understand) as this is an essential concept in the game. After that I will also expand a little on the XP system in the game, as it's also one of the essential tools in the game.
CHARACTER STATS:
- MIGHT -> strength, constitution, physical prowess, etc.
- SPEED -> dexterity, movement speed, agility, quickness, etc.
- INTELECT -> intelligence, wisdom, wits, eduction, etc.
POOLS:
Each CHARACTER STAT has its own POOL. The starting (and usually maximum) value of each POOL is the value of the CHARACTER STAT. POOLS is spent in three ways:
a) Ease the difficulty of a skill check (including an attack roll). This is called applying EFFORT (more on that under EFFORT)
b) Increase the damage of an attack. This is exclusive with a, so you can either ease the skill roll of an attack or increase the damage, not both.
c) Taking damage. Whenever you are taking damage, you reduce the corresponding POOL by the damage value. Physical attacks are most likely to be taken from MIGHT, mental damage is usually taken from INTELECT, and seldomy SPEED damage can be applied. If you are to take damage, but the corresponding POOL is already at zero or becomes zero during the process of reducing the excess is taken from other POOLS in the following priority:
- MIGHT
- SPEED
- INTELECT
If all three POOLS become zero, you are either dead or unconcious (the attacker can opt to incapacitate instead of killing you).
EFFORT:
Applying EFFORT simply means spending three points from one POOL to gain the first level of EFFORT and two points for each level of EFFORT thereafter. One level of EFFORT reduces the difficulty of by one, or - in case of increasing the attack damage - adds three points of damage to the base damage after the attack was successful. The EFFORT value printed on the character sheet tells you the maximum level of EFFORT you can achieve for a single roll. So if you EFFORT is at one you can only spend up to a maximum of three points from a POOL to gain one level of EFFORT.
EDGE:
EDGE make paying to reach a level of EFFORT easier, by reducing the cost of points you have to spent from the corresponding POOL one for one. So, for example, with one point in the EDGE POOL you only need to spend two points from the MIGHT POOL, to reach one level of EFFORT. As you can see, with three points in EDGE of one of the CHARACTER STATS, you can basically reach one level of EFFORT in the corresponding POOL for free (and EDGES do not stop at three, the can get higher).
To give an example, based on the character sheet in the video (for the EFFORT entry on the character sheet I am assuming a value of two, though):
Juciy Jane is chasing a thief through some streets in an undisclosed town. The thief is a level four, so the base difficulty is four. Jane therefore has to roll 12 or higher to successfully chase the thief. But the thief was born here, the streets are crowded, and Jane only just arrived at this town, so the GM decides to increase the difficulty by one to five. Jane now has to roll 15 or higher to be successful. Not good enough for Jane so she decides to put some effort into the chase. Jane decides to apply two levels of EFFORT (her maximum) to the roll. To apply a level two EFFORT she needs to spend five points from the SPEED POOL in this instance, but since the also has three points in the SPEED EDGE she can reduce the six points of cost down to two. She marks off the two points from the SPEED POOL, therefore the previous value of nine now became seven, but she effectively reduced the difficulty from five to three. Now she only need to roll nine of higher to succeed instead of a 15.
As you can see POOLS play a vital role in the Cypher System as they are you lifeline (literally) but can also be used to make things easier by basically exhausting yourself. One more reason I really like the Cypher System.
Also to expand a little bit on the XP. You can spend XP in one of four ways:
a) For 1 XP you can "purchase" a reroll. There is no limit on how often (even for the same roll) you can do that, but for each reroll you have to pay 1 XP.
With 1 XP you can also reject an GM intrusion.
b) For 2 XP you can gain a short/medium term benifit, something like very specialized knowledge. The explanation for the benefit usually has to be anchored in the story and is very specific.
c) For 3 XP you can get a long term benefit, like for example you made a new contact that you from now on can "access". This usually also needs to be anchored to the story, but is much broader that the short/medium term benefit.
d) For 4 XP you can get one of the CHARACTER ADVANCEMENTS shown in the video.
It is suggested that players do not hoard XP, and it is hinted in the book that you should try to make players spend their XP once the accumulated 10 or more XP.
Good stuff! Looking forward to seeing more of this!
Thanks!
You got a few things confused but this is a great video nonetheless. I really hope more people come to the Cypher System, it countless tools and opportunities for wonderful collab story-telling.
Noticing that now yes, I only had the book open for a day. I'll do more videos about it and fixing some mistakes
Feel free to list a few, so I can fix some in upcoming videos 😊
"Super easy. Barely an inconvenience." LOL.
😉
I really like it just 2 things I would change... no X3 to complex just say what number on the D20 or more/less and then decrease it when the player makes a good argument. Random Cypher? More like alays have cypher... got robo legs to move 2 distances with 1 actionns? ABSUSE it... Got a big sword that has stupid reach? You do now.... Pretty much I would use it as the one cool think each PC can do... Also that is how you make RWBY semblances work in a TTRPG... Oh man why didn't I think of it earlier? Also I like the distances they are a great short hand for any system... So yeah thanks for this sound like a cool light system and gave me ideas for my own game!
The system is ment to be changed to your playing style. I'm also changing a few small things
Thank you for the video! How to plays are very helpful to get a grasp about what a system is about if you dont have the luxuary to play in a game of it or see a stream or actual play podcast. If i know correctly isnt there also tons of supplements and adventures for cypher?
Thanks! And yes there is a bunch of content for Cypher. Not as much as 5e ofcourse. MonteCook's setting Numenéra is built for it and I'll be reviewing that soon
Try picking up copies of the original 1990s WEG Torg (rules & settings books) and use Cypher (with a few tweaks to reflect the nature of "Storm Knights") to play some adventures across the Reality-Torn Earth (and beyond). Most excellent. Infinite possibilities.
With the system you could multi aspect a roll - the player would argue that both acrobatics and athletics would ease the roll etc. Maybe my tactical mind has me run the scenario in my head and thinking about it for a round eases the roll by 1 more.
Ooh. 19 and over you could maybe hinder the attack difficulty of that creature or ease morale rolls for friendlies in your party.
This is wild!!!
Planning to do a shin megami tensei ttrpg with my friends, but wasnt understand the rules written, thanks for clarifying with the video.
My pleasure
Glad you found a new system. I hope it brings you joy.
I'm not a fan of Monty Cook or Cypher.
Hopefully Kobold press will come out with their system
Kobold Press wil, but I'm afraid that's a bit in the future
Awesome!
I believe you confused your Edge and Effort...
Pool says how many points you have left in your particular Stat, which will make what your Max Pool is.
Edge is a constant that reduces the use of a pool point for a task; commonly this can be seen in a Warrior making an attack, or a wizard casting a spell.
Effort determines how many times you can use 3 pool points to reduce a task.
Once you have 3 Edge in a pool, you can use a free effort to reduce a task difficulty.
Iv noticed that Edge and Effort seems to be a common thing people get confused on in the Cypher System.
I run Numenera, and while I still need to help my players out on aspects of the game mechanics, I found the best way to get my players to "get into the Numenera mindset" was too watch the Studio Ghibli movie "Nausicaa of the Valley of the Wind"; and pay attention to the character of Nausicaa. Everything she has is a tool that has multiple uses. Everything she comes across, she caustiously watches before deciding if it can be interacted with safely.
I think the Cypher System also offers some of the best ways to play in the style of certain types of classic games; like the original Fallout games. The ability to play a completely charismatic character that can talk their way through anything? Yeah, kinda hard to do that in D&D, even as a Bard.
Oh, and unlike in D&D, a Speaker can list a skill as Seduction...thus, can Seduce the Kaiju!
Correct, I have posted a pinned post under this video to let people know. I'll also mention it in future video's
Hey indestructoboy sent me here good vid.
He's the man
This looks cool, but I thought you'd be more excited for the new system Kobold Press is proposing, Black Flag?
I am excited, I'm just not covering it untill I know more. I'm not the type to speculate. For me, the game just goes on. And a system is 'just' a system.
How does the cypher system handle stats? Broad question I know.... But I've always had a problem with a stripped down stat system that goes all the way back to 2E AD&D. The fewer stats you have, the more an individual stat has to represent. So in Cypher you have Might, Speed and Intellect. So does Intellect (for example) also become your perception, and your charisma, and your wisdom, and your persuasion, and all aspects of any mental attribute that exists? Is most intelligent person in the world is also the most charismatic? The most perceptive? The most disciplined, the most intimidating and the most empathic? IMO the standard set of six stats (STR DEX CON INT WIS CHA) for example don't do enough in games, how is stripping it down to just three stats a method accurate enough to represent the broad range of physical and mental attributes real humans have in the real world?
My probalme with this is that sometimes as a storyteller you make a mistake and you need to pull back to not cause a TPK. "Rolling badly" is an acceptable way to do this. It preserves drama and give you an out when things go sideways. If you start lowering difficulties everyone will know what you are doing.
I take your point but is the fault of the system you are playing where encounter balance is difficult to predict? In a fast turn system like this if the players start rolling badly something can happen on round 3 where an ally turns up, the roof collapses blocking off enemy ranged attackers or the players can burn through their own resources to lower difficulties more. I'd have to play it but I think as GM you always have ways to help or hinder. Plus here if players do get really really unlucky they can put their dice in dice jail but they can't blame the gm it's just bad luck and that's why it's a dice game. Sometimes you lose and have to burn the xp you earnt last week and sometimes you lose and roll a new character to avenge the old one.
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@@nicka3697 Yes, it is possible to help her hinder a player in a combat situation. But the idea that you can always do that subtly and in a way that doesn't change the expectations of help in the future seems like a skill that would take a lot of practice.
@megan_alnico agreed. I don't know what advice the book gives to GMs but if you always try to prepare a plan for how the environment around a fight will develop it will make your combats much more interesting and dynamic and then modifying that plan becomes easier and doesn't jar.
I don't do this. I'm a poor DM. But maybe I could learn 😌
I think it's always better to help them using story solutions rather than fudging the dice. But then I'm the sort of lunatic GM who rolls dice in the open and writes novels for a living, and also doesn't mind delivering the occasional TPK, depending on the style of game chosen. Also, in Cypher players can burn XP to help themselves. And their characters can run away. They don't have to stay in place and slug it out, worrying about attacks of opportunity.
I don't know if this was intentional, but the book is currently on sale.
I wish the shipping prices were not as steep for Ukraine. Seriously, a $410 DHL express is probably the craziest shipping cost I've ever seen for a mere book!
Just use forwarding, like Meest or Nova Poshta. They have addresses in many countries.
@@romankuzyk5421 i fogot about those. Will check later, thanks!
Daaaamn! Also, you in Ukraine? Join my discord, and message me in DM's
Check out my Fantasy adventure for the Cypher System:
www.backerkit.com/call_to_action/0571bf16-18d8-4b33-9db9-4b6978a3be17/landing
Metres for the win!😄
I came here becouse of the new magnus arcives game
Welcome!
Question, are there supplements such as magic items, spells and bestiaries?
The system book has a ton of monsters, cyphers, items, gear,...
Then there are the setting books like Numenéra, that have more stuff that makes sence for that particular world.
I think you kind of confused edge and effort. Your effort level applies across all stats and limits how many “levels” of effort you can apply. If you have an effort level of 1 you can spend your pool for one level to ease the difficulty by one, if you have effort you can do two levels of effort to ease the effort by two. The normal cost of effort is 3 for the 1st level , 2 for levels 3 and up. EDGE reduces that cost by your edge level. For example if I have effort 2 and edge 1 might, using effort in might costs 2 for the first level (3-2) 4 for the second, six for the third. I know you know it, I just found your explanation a bit confusing.
Nevermind I see you corrected yourself, lol
I have one personal about Cypher: I this easy system for homebrew setting and campaign? Like if you want create homebrew setting for Cypher System will it be pretty easy or impossible?
The Cypher System is built specially for doing your own thing. You can do everything with it
As I hear it isn't the deduction from difficulty quite long to play? Sounds like it takes ages to get the outcome compered to 5e.
I don't understand the question 🤔. Combat takes about 1/4 to 1/2 the amount of time as opposed to 5e.
@@MrTarrasque OK, let's say player want to jump over the lava pool. In 5e DM sais roll for athletics, roll is made, number comes back, DM describes the outcome. Doesn't even have to say number needed.
In Cypher it seems like GM first have to say the number, than player thinks about options and chances, than uses or doesn't his abilities to deduct, then other options can be used. Difficulty can be changed several times. And then finally roll... Isn't is long?
@@Kokocudaci Yes, I see where you are going with this and in a way that's true. In 5e when I set a difficulty of say 15, the player looks at whatever they need to add to their roll. Then then STILL get to look over their sheet or look at their party to see if they can do stuff to add to their modifier to make the jump easier.
In CS, you cut out that first part. There is no skill that gives you a modifier so you can just make the roll straight up and pray to the gods (or decide it's easy enough to try it that way) OR you look for things to make it easier.
@@MrTarrasque Well I guess it's important to try. We will play oneshot and we will see. Thanks
@@Kokocudaci I have yet to play/run my first CS game myself. But I'm listerning to actual plays on spotify to get a grasp, and it's way more centered around the story and action than the tactics and powerplay.
Altho when I'm flicking through the books, there is so much powerplay potential
W non-OGL RPGs
Hi Mr Tarasque, Am I correct when I suspect you’re Dutch? If so, where can I order the physical book for a reasonable price to ship it to my address in the Netherlands?
Also, Is this al you need for a DM and A Player or are there separate books like D&D (DMG, PHB, MM)
Thanks for your reply 😊👍🏻
I'm Belgian, and I am not sure where you can get these books. MonteCook has sent them to me.
Technically you can run a game with this book. It has monsters, classes, ... so you don't NEED another book. This even has an entire GM guide section that's really big and well written. There are other books with settings and more races/classes that are written for the Cypher system, the most famous one is Numenéra, wich I'm covering next week.
Gonna have to change your name to Mr. Kaiju :P
Or Tarasque with one R 😉 ( Google it)
@@MrTarrasque I was referring to Cypher's version of Tarrasque
I know 🤣
@@MrTarrasque LIES!!!!
Don't piss off the Kaiju
16:25 Metric is far superior to Imperial measurements (and I'm American).
2:26
Oh really?
😉
Sound so simple you don't need a GM. Just toss out 5 sets of numbers and the player can go from one list to another and roll to win at each list.
Yay... we made a GM useless and the game just math.
It's so sad to see all the creators scramble to know what to do, and to not know what awaits them. All because of a greedy a$$ company, with no soul