For throwing a character I would just take the difference between body types and say that number is how far they're thrown in meters. Ex. Jack who has a body of 8 is throwing an enemy who has a body of 6 into oncoming traffic. On a successful grapple/brawl check Jack could throw the npc 2 meters. Homebrew bay-bee
In my game I'm houseruling 3 round bursts back in - no change to skill check (you can use either the "gun" skill or autofire) - uses 3 bullets - get 1 extra d6 of damage for the attack (not per bullet so a 2d6 gun would do a 3d6 burst) - increases the chance to overcome SP (the bullets hit the same armour plate/panel in rapid succession) greater chance of critical injury (due to more impacts) - not massively broken like the jump-start rules.
Playing a Buddy Cop campaign, all I can say is, heavy armour jack is great for fights where you can't evade or move too much. Like breaching into a small apartment against well armed gangers because 1 bad turn and you're toast without it.
Another very informative video. It really helped clarify some stuff. I'm going to be running my first Red session on Roll 20 this Sunday! Spent a ton of time working on the maps and story. Super hyped!
Hutt seems like an all knowing being when he talks about Red. Full of tips, extra explanations and scenarios I hadn't thought about. I know he's one of the creators of the system and all, but still. I'm definitely making a fixer called James Hutt in the future.
The duel wielding answer really doesnt sit right with me. Whats the point for instance of having three or four arms then? "Having more options" isnt justifying such an investment at any point. Sure its cool to have fours arms but they dont really do anything, thats kinda eh. Also the light weapon explanation also seems odd. Ok I have a concealable weapon, one that is so bad my fists do more damage, I can put toxins on it great, so apart from that they are literally useless. They are so bad they are mechanically irrelevant.
Dual wielding gives you combinations for weapon use. The simplest one is HP+VHP combo. You use VHP to break through tougher armor (more damage = higher pen chance) and use HP on the next turns because the lower damage was unlikely to pen beforehand. Having both of them out means you don't have to sacrifice Actions to swap Having 3-4 arms instead of normal 2 allows you to do the same with 2-handed weapons, such as launchers and AR/SG. Action economy of the game highly penalizes weapon switching, as you waste an Action putting a weapon on your person and whipping out another one. And since dropping a weapon on the floor is free but *picking it up* isn't, that also erases the easy "I'll just drop my weapon and use it later" strat - no, you *have to* waste Actions to do it if you need to. Same with reloading - any Autofire, SG or HP user will tell you that they have to reload often. Having more arms gives you other guns to shoot while you can't afford to Reload - a turn spent reloading is a turn not spent removing threats. And it can cost you dearly. Why do you think Popup guns specify that they require no Action to stow or pull out? That's precisely why - you have a gun that you can put away for free Light Weapons coated in Biotoxin or poison ignore SP entirely. NPCs are hilariously infamous for having both low WILL and low RT/D skill base, so it works on a whole lot of enemies. If anything, M Melee is less useful - it can't be hidden unlike L Melee, but it hits worse than H Melee.
I allow for Holding an action into another round, but then becomes the character's turn for that round. In other words, they sacrifice a turn in Round 1 for a potentially better Initiative in Round 2.
Thank you! I have been trying to wrap my head around the autofire and 3 round burst because it felt way OP. But now I get it, it's a high risk high reward action. Whole reason I watched this was hoping for info on autofire and you took care of it straight off the top!
What a lot of people don't realize is there are so many ways to get a high autofire skill base. In fact, you can walk out of chargen with a base of 17 by going REF 8, Autofire 6, excellent quality autofire weapon, smartgun link, and being a Solo with Precision Attack 1 If you dedicate to your role and skill, you can end up with an autofire base of 23. If you're a risky guy and take synthcoke, you got a base of 24. Looking at the DVs, you pretty much not only passed most of them automatically, but you also reached the max multiplier BEFORE you even rolled. (Example, SMG DV of 17. Getting a 20 or more means you got the max multiplier of 3. That base of 24 says it all right there.)
@@infernoxratchet4667 by that point you probably are at nearly the end of the campaign, with the capability of a John wick character to take out hordes of enemy. Which in mind is super fun to mow down.
IMO the autofire problem is what happens when all the game designers are dudes who have never been in a militia, served in the military, most of them have never even used a hunting rifle.
Honestly, firing full auto never seemed like a problem back in CP2020. The only issue I found with CP2020's combat was the highly variable damage. Even then it was easy to trade out a damage dice for a flat +2 or +3 if you wanted slightly more consistant damage that was still balanced.
Always love these discussions. Would you be willing to run through cover again ? As I understand it, if you take cover, you are not available to be targeted by anyone, UNLESS you take an action / attack and then it’s negated and you become a viable target for anyone else left in the round ? I’m still fuzzy on the pop out, shoot and pop back into cover. Thanks man ! Cheers 🍻!
If you pop out to shoot you're exposed and can be shot. But only by someone who held their action beforehand and stated that they're waiting for you to pop out
@@JonJonTheWise So it HAS to be a held action. Got it. And anyone lower in the initiative order does or does not get a shot at you after your pop out / pop in turn?
@@Kevlar-78 anyone lower can shot you if you don't go back in cover. But if you use half of your move action to show up, then shot, then other half to get back in cover, the only people able to hit you are the people that waited for you to pop out earlier in the queue.
How would you rule a handgun shot in point blank range, such as executing an enemy somewhat silently with a suppressor, or with a combat knife, by stabbing them or slitting their thoats, for example. I feel like it's something that is missing. I mean... You can choke someone unconscious and be stealthy, but it just doesn't feel the same.
Brawl + Grapple/choke = Body in flat damage e every round. So Turn 1: 1.Grapple/Choke. 2. Shank with knife called shot on head. Turn 2. Shank twice called shot on head(read throat) You can, best case scenario on Turn 2 do BODY 8 dmg+48 dmg from 2 stabs at head. I'd argue for as long as you are grappling the opponent they can't evade and called shot penalty is halved. But that's for melee and not grappling. Frankly if someone passes stealth walks up behind someone to shoot with a gun I'd give them an easy DV. If they fail they have to roll damage. If they succeed they do weapons full damage flat. Same if they can't evade or otherwise can't react to it.
I took the autofire skill out of the game and I decided that anyone with an autofire capable weapon can do an autofire using half of their Shoulder Arms or Handgun skill. I also let people grapple using half their Martial Arts skill. Neither of these have broken my game, but I know that some people will not like my houserules. Just imagine what would happen if I told them that I let players improve their characters stats using the same costs as improving Role ability. Or that I increased the cost of speedware to 10,000 but the bonus applies to Dexterity (Sandevistan) or Reflexes (Kerenzikov)
This was my exact thinking, I hate the idea of the autofire skill. I like your half skill idea. I'm just figuring out how 3rd burst and full-auto works for me. Whether to trade ammo for bonus to hit, bonus to damage or extra rolls or advantage dice.
How would stealth work during combat? Say with smoke grenades or darkness. Can you “Ambush” mid-combat by making an attack from a successful stealth check?
I would say that stealth makes you hidden from all enemies unless they pass a Perception test on their turn. But if one of them catches you, they can inform the other Allies about your location. Still it can be worth a shot to get out of a pinch or to ambush someone in combat. If they can’t see you, they can’t attack you.
One of the rules I use, regardless of system, is that if a foe sees where you go, then you aren't really hidden. You'd need to break line-of-sight (such as by dropping a smoke bomb, running around a corner, etc), and THEN make your Stealth roll to hide.
Autofire should just be a special fireing mode of the same skill or at least a 1x skill and it probably shouldnt use a raised dv range table. You do *slightly* more damage than the single shot of the weapon if you hit by 3 or 4 over but you hit half as often. Headshots are both more consistent and have a higher max damage potential. Autofire is simply inferior at all metric. I understand, having benefits for hitting by larger amounts makes luck more useful. But luck is limited and a skill that is justified only by luck cant justify being as prominent as a 2x skill.
Thanks for this, was really helpful. I’ve just started GMing Red and had some questions about this game’s quirks (which I generally really love). Feel more equipped now to answer my players’ questions if they ask about why ramming incurs damage etc now. Thanks!
Hi JJ, some great explanations, and thank you for doing these chats. One question about Dual Wielding, James mentioned a VH Handgun and SMG, so just to be clear, as both have a ROF 1, even thou you have two weapons, you could only fire once, or auto fire once, or suppressive fire once in a round. If you had a Heavy Handgun (ROF 2), and a VH Handgun (ROF 1), you would still only be allowed to shoot either the Heavy Handgun twice and nothing else, or the VH Handgun once and nothing else and not each gun once in the round? Unless you were wielding two ROF 2 weapons (guns, melee or combination), where you could have one attack with each in the round...is my guess... 🤔
@@JonJonTheWise I thought that was the case, but hoped I was wrong. I understand why from a balance standpoint, but I'd still like gun kata options to be available. Even if it's at a -4 or something. That being said, gun kata martial arts isn't too hard to homebrew :p
@@wagz781 Personally I just play it -3 for off-hand weapon and -3 for second action for a -6 total modifier. If the primary was a 2 RoF weapon, I'd allow a second shot with the primary for normal split rules or a shot with the off hand for the -6 above.
30:05 Wait, what?? You can't hold an action past the end of the initiative queue? I had no idea. We've just been doing until your next turn, like D&D does it. That is a massive gamechanger. Not sure how to feel about that... I'm definitely no game designer, but I still feel like light armorjack is _too_ good, and the armors that are "better" than it are _too_ punishing, regardless of what he said about it. They should've made light armorjack more expensive, so you can't get it at character creation. Just that alone would solve a lot of problems.
Personally I feel like very high armor like metal gear is okay. Other feel like they shouldnt exist. Medium and heavy armor jack do ignore non crit SMG and med pistol but feel absolutely useless because of armor ablation... 1penetration ( bad heavy pistol, H SMG and bad shotgun are not rare) and your back to light armor jack but with -2 penalty to THREE STATS (Ref Dex and Mov!) and they arent even like lower tech/cheaper/easier to repair ... nothing... Medium is also only equal to improved light armor jack(first tech upgrade) but with maluses and start at same price... unacceptable... Heavy armor is simply improved heavy and it feel bad... same maluses, 5 time the price, Flak is kind of fine to me since it kind of suck but its cheap heavy armor but damn -4 in Mov would immobilise most randomized character...also loosing even more -4dex and -4ref make you so much worst at everything combat related.... medium can still crit you... and 4d6+ gun often ablate you...5d6 will ablate you most of the time... Metal gear is like full plate in DnD most shot wont hurt a metal gear user assault rifle and shotgun can struggle against it, but it will ablte it at least every other shot and whittle it down but now your kind of a metal box that require special equipemnt tu be taken care of so its good. For me Medium and heavy flapjack need something to shine... for exemple beeing easy to repair on the go? beeing like a plate carrier thus if you bring extra plates 10ed each (for exemple sake) and take a minute to replace a plate, you can recover 2 SP from the armor. Medium armor only giving -2 to Dex or Ref and mov so its still feel good for shooters or melee but not for both. any idea to make medium and heavy armorjack not suck?
Great video! I gotta say, I really do not like the ruling of Holding Actions in this system. So the one at the bottom of the initiative can't aim and hold their shot until the target pops out of cover? To me, that simply does not make sense thematically or gameplaywise. A quick house ruling to "start of your next turn" fixes all my problems with it.
Hey Jon, I have a question that has been plaguing me for awhile. Alright so, things like the Seriously Wounded state, Brain Injury, Concussion and Grappled all apply a -2 to all Actions. The RAI seems pretty clear that this would apply to passive checks such as say Evasion (it makes all the sense in the world that trying to dodge while grabbed/badly hurt/suffering from a brain injury or concussion would be harder), but this doesn't appear to be the case per the RAW, as it would seem to only penalize checks made with an actual Action, though I could see 'Action' in this case perhaps referring to any thing the character does on their own initiative. Would really love to get some feedback from the Word of God to settle this once and for all.
@@JonJonTheWise Oh for sure, that's how I'm GMing it, totally agree, just asking if you might pop the question next time you get to do Q&A with one of the game devs.
@@JonJonTheWise Other questions: Can you use the Cybertech skill to install Cyberware into a Battleglove, or just Surgery? Are you able to self-install cyberware on Cyberarms that have been detached with the pop-off upgrade? If so, must you use Surgery to install that cyberware while it's detached, or would Cybertech also work?
As a grenade is not a good answer. The grenade rules are all over and there are no fragmentation entry in the ammo type. The only "entry" is under grenade launcher. We wasted 10 minutes trying to find a rule to use for damage the players took in an exploding car. Also the other thingnwe were not certain of, would it be damage to both body and head?
6d6 damage, armor ablation 2, in a 10m circle. Body only. All explosions unless the gm decides that there's something special about the explosion. In that case, it's a variation on the different ammo types/grenade types in the book.
Maybe the martial arts chosen for the combos are not the most fortunate ones. After all, claiming that you can't grapple without brawling whe you are master judoka or aikidoka... kinda making those a x3 or even x4 skills just because. And it grates me that one of karate's (lit, "empty hand". As in, your fist is so tight there's not even air in your hand) special moves requires using a melee weapon... That aside, I personally find RED lacking in a lot of ways (in rules and gear, specially regarding the economy) compared to CP2020, but the hacking is a nice abstraction I don't understand why wasn't presented with a card-oriented gameplay option.
Likely due to the ridiculous direction Cyberpunk Red took with rules as compared to CP2020. People who say CP2020's rules were cumbersome and involved lots of math are clearly unaware of the fact you didn't need to use every single modifier that might apply. "Additive math" as James would call it doesn't need to be as difficult as he makes out. Not to mention that firearms should be as leathal as they were; Bullets that were undodgeble and hard cover was your best friend. Fed into the nigh unstoppable sensation when a chrome junkie cybered up to their Vamper cyberteeth having bullets bounce off thier faces. Only to be brought down by Maxtac rocking higher cal guns with just as much chrome. There is also the moronic idea's like forcing people using grapple centric Martial Arts to use of Brawling (literally an untrained form of unarmed combat) to grapple. It makes no sense...just like most of the other rules in Red. It's depressing seeing a well made & beloved IP being ruined by the likes of James and CDPR with the dumpster fire that is Cyberpunk 2077.
@@soulsurvivor8293 after how amazing edgerunners was i went a "found" a copy of the core rulebook and was horrified on how it was layed out. its so damn hard to find anything in it unless you use a pdf search function. and so much important info is just scattered around haphazardly and repeated. iv never seen a more baffilingly laid out core book. the lore and stories were good though. still want to get into the cyberpunk TTRPG, would you recomend 2020 in "current year"?
Autofire costs twice as much, is on average 30% harder to use, uses 10x the resource but gives you only, at best, 1.5x the damage of a single assault rifle shot. None of his arguments hold water. It's ok for submachine guns, but assault rifles? Broken on the bad side.
Check out the Facebook and Discord groups for cyberpunk. I'm putting out one for every game I play, and both Fans and Uncensored post up Screamsheets every few weeks
19:30 I don't think you should use realism as an argument for a system that has already abstracted so much from what was a more "realistic" combat system, at that point you might aswell let things like 3-burst and full-auto be "overpowered" cus it's realistic.
All this has done is show me that James Hutt should never be trusted to make a functional combat system ever again so long as he is employed at R. Talsorian.
The damage on autofire is complete garbage. Whoever wrote the rule has zero knowledge about firearms, and/or played far too much Fallout 4. There's no legitimate reason that an assault rifle on autofire should do only 2D6 damage when the rifle does 5D6 to begin with. The multiplier based on how much you exceed DV by is fine, but the less-than-half damage is mind-numbingly stupid.
For throwing a character I would just take the difference between body types and say that number is how far they're thrown in meters. Ex. Jack who has a body of 8 is throwing an enemy who has a body of 6 into oncoming traffic. On a successful grapple/brawl check Jack could throw the npc 2 meters. Homebrew bay-bee
I'm going to use this.
Its really clever man, gonna use it from now on
In my game I'm houseruling 3 round bursts back in - no change to skill check (you can use either the "gun" skill or autofire) - uses 3 bullets - get 1 extra d6 of damage for the attack (not per bullet so a 2d6 gun would do a 3d6 burst) - increases the chance to overcome SP (the bullets hit the same armour plate/panel in rapid succession) greater chance of critical injury (due to more impacts) - not massively broken like the jump-start rules.
That sounds solid
Playing a Buddy Cop campaign, all I can say is, heavy armour jack is great for fights where you can't evade or move too much.
Like breaching into a small apartment against well armed gangers because 1 bad turn and you're toast without it.
I never noticed how much attacks of opportunity locked down combats into static positions until I played games that had none or made them rare.
That’s best spend 1 hour of my time in a long time.
High Body also lets you use a huge weapon in one hand, which is more versatile.
"Feel the curves" and "That's how plowing works." Are we talking about TTRPGs?
Another very informative video. It really helped clarify some stuff. I'm going to be running my first Red session on Roll 20 this Sunday! Spent a ton of time working on the maps and story. Super hyped!
I KNEW THERE WAS A WAY TO GET BODY 15!!! IM NOT INSANE!
Great video! Always great to see James on
Wasn't it possible to get body 20 in the cyberpunk 2020?
Hutt seems like an all knowing being when he talks about Red. Full of tips, extra explanations and scenarios I hadn't thought about.
I know he's one of the creators of the system and all, but still.
I'm definitely making a fixer called James Hutt in the future.
Really great summary of important aspects in combat
The duel wielding answer really doesnt sit right with me. Whats the point for instance of having three or four arms then? "Having more options" isnt justifying such an investment at any point. Sure its cool to have fours arms but they dont really do anything, thats kinda eh.
Also the light weapon explanation also seems odd. Ok I have a concealable weapon, one that is so bad my fists do more damage, I can put toxins on it great, so apart from that they are literally useless. They are so bad they are mechanically irrelevant.
Dual wielding gives you combinations for weapon use. The simplest one is HP+VHP combo. You use VHP to break through tougher armor (more damage = higher pen chance) and use HP on the next turns because the lower damage was unlikely to pen beforehand. Having both of them out means you don't have to sacrifice Actions to swap
Having 3-4 arms instead of normal 2 allows you to do the same with 2-handed weapons, such as launchers and AR/SG. Action economy of the game highly penalizes weapon switching, as you waste an Action putting a weapon on your person and whipping out another one. And since dropping a weapon on the floor is free but *picking it up* isn't, that also erases the easy "I'll just drop my weapon and use it later" strat - no, you *have to* waste Actions to do it if you need to. Same with reloading - any Autofire, SG or HP user will tell you that they have to reload often. Having more arms gives you other guns to shoot while you can't afford to Reload - a turn spent reloading is a turn not spent removing threats. And it can cost you dearly. Why do you think Popup guns specify that they require no Action to stow or pull out? That's precisely why - you have a gun that you can put away for free
Light Weapons coated in Biotoxin or poison ignore SP entirely. NPCs are hilariously infamous for having both low WILL and low RT/D skill base, so it works on a whole lot of enemies. If anything, M Melee is less useful - it can't be hidden unlike L Melee, but it hits worse than H Melee.
I allow for Holding an action into another round, but then becomes the character's turn for that round. In other words, they sacrifice a turn in Round 1 for a potentially better Initiative in Round 2.
Thank you! I have been trying to wrap my head around the autofire and 3 round burst because it felt way OP. But now I get it, it's a high risk high reward action. Whole reason I watched this was hoping for info on autofire and you took care of it straight off the top!
What a lot of people don't realize is there are so many ways to get a high autofire skill base. In fact, you can walk out of chargen with a base of 17 by going REF 8, Autofire 6, excellent quality autofire weapon, smartgun link, and being a Solo with Precision Attack 1
If you dedicate to your role and skill, you can end up with an autofire base of 23. If you're a risky guy and take synthcoke, you got a base of 24. Looking at the DVs, you pretty much not only passed most of them automatically, but you also reached the max multiplier BEFORE you even rolled. (Example, SMG DV of 17. Getting a 20 or more means you got the max multiplier of 3. That base of 24 says it all right there.)
@@infernoxratchet4667 by that point you probably are at nearly the end of the campaign, with the capability of a John wick character to take out hordes of enemy. Which in mind is super fun to mow down.
IMO the autofire problem is what happens when all the game designers are dudes who have never been in a militia, served in the military, most of them have never even used a hunting rifle.
Honestly, firing full auto never seemed like a problem back in CP2020.
The only issue I found with CP2020's combat was the highly variable damage.
Even then it was easy to trade out a damage dice for a flat +2 or +3 if you wanted slightly more consistant damage that was still balanced.
🤓
Good explanation for autofire and why it is a x2 skill. Thanks.
Always love these discussions.
Would you be willing to run through cover again ? As I understand it, if you take cover, you are not available to be targeted by anyone, UNLESS you take an action / attack and then it’s negated and you become a viable target for anyone else left in the round ? I’m still fuzzy on the pop out, shoot and pop back into cover.
Thanks man ! Cheers 🍻!
If you pop out to shoot you're exposed and can be shot. But only by someone who held their action beforehand and stated that they're waiting for you to pop out
@@JonJonTheWise So it HAS to be a held action. Got it. And anyone lower in the initiative order does or does not get a shot at you after your pop out / pop in turn?
@@Kevlar-78 anyone lower can shot you if you don't go back in cover. But if you use half of your move action to show up, then shot, then other half to get back in cover, the only people able to hit you are the people that waited for you to pop out earlier in the queue.
@@meriredetripsandclicks3153 makes total sense now. Thanks !
How would you rule a handgun shot in point blank range, such as executing an enemy somewhat silently with a suppressor, or with a combat knife, by stabbing them or slitting their thoats, for example. I feel like it's something that is missing. I mean... You can choke someone unconscious and be stealthy, but it just doesn't feel the same.
Player's Stealth vs enemies Perception. If the enemy fails and they're a goon, I let the player silently kill them
Brawl + Grapple/choke = Body in flat damage e every round.
So Turn 1:
1.Grapple/Choke.
2. Shank with knife called shot on head.
Turn 2. Shank twice called shot on head(read throat)
You can, best case scenario on Turn 2 do BODY 8 dmg+48 dmg from 2 stabs at head.
I'd argue for as long as you are grappling the opponent they can't evade and called shot penalty is halved.
But that's for melee and not grappling. Frankly if someone passes stealth walks up behind someone to shoot with a gun I'd give them an easy DV. If they fail they have to roll damage. If they succeed they do weapons full damage flat.
Same if they can't evade or otherwise can't react to it.
NPCs don't have Luck. So the Autofire design rules of "Autofire is meant to be used with Luck" don’t really make sense.
I took the autofire skill out of the game and I decided that anyone with an autofire capable weapon can do an autofire using half of their Shoulder Arms or Handgun skill.
I also let people grapple using half their Martial Arts skill.
Neither of these have broken my game, but I know that some people will not like my houserules.
Just imagine what would happen if I told them that I let players improve their characters stats using the same costs as improving Role ability. Or that I increased the cost of speedware to 10,000 but the bonus applies to Dexterity (Sandevistan) or Reflexes (Kerenzikov)
Actually I never thought of that. That an interesting view.
This was my exact thinking, I hate the idea of the autofire skill. I like your half skill idea.
I'm just figuring out how 3rd burst and full-auto works for me. Whether to trade ammo for bonus to hit, bonus to damage or extra rolls or advantage dice.
How would stealth work during combat? Say with smoke grenades or darkness. Can you “Ambush” mid-combat by making an attack from a successful stealth check?
I would say that stealth makes you hidden from all enemies unless they pass a Perception test on their turn. But if one of them catches you, they can inform the other Allies about your location. Still it can be worth a shot to get out of a pinch or to ambush someone in combat. If they can’t see you, they can’t attack you.
One of the rules I use, regardless of system, is that if a foe sees where you go, then you aren't really hidden.
You'd need to break line-of-sight (such as by dropping a smoke bomb, running around a corner, etc), and THEN make your Stealth roll to hide.
Autofire should just be a special fireing mode of the same skill or at least a 1x skill and it probably shouldnt use a raised dv range table. You do *slightly* more damage than the single shot of the weapon if you hit by 3 or 4 over but you hit half as often. Headshots are both more consistent and have a higher max damage potential. Autofire is simply inferior at all metric.
I understand, having benefits for hitting by larger amounts makes luck more useful. But luck is limited and a skill that is justified only by luck cant justify being as prominent as a 2x skill.
I enjoy rule clarification
Thanks for this, was really helpful. I’ve just started GMing Red and had some questions about this game’s quirks (which I generally really love). Feel more equipped now to answer my players’ questions if they ask about why ramming incurs damage etc now. Thanks!
Glad to be of help! Happy gaming
I have my GM screen coming this week. I know, I know. I just found these videos and am a first time GM
Hi JJ, some great explanations, and thank you for doing these chats.
One question about Dual Wielding, James mentioned a VH Handgun and SMG, so just to be clear, as both have a ROF 1, even thou you have two weapons, you could only fire once, or auto fire once, or suppressive fire once in a round. If you had a Heavy Handgun (ROF 2), and a VH Handgun (ROF 1), you would still only be allowed to shoot either the Heavy Handgun twice and nothing else, or the VH Handgun once and nothing else and not each gun once in the round? Unless you were wielding two ROF 2 weapons (guns, melee or combination), where you could have one attack with each in the round...is my guess... 🤔
Dual wielding two ROF 1 weapons = only one shot on your turn but you can choose which gun to do it with
@@JonJonTheWise I thought that was the case, but hoped I was wrong. I understand why from a balance standpoint, but I'd still like gun kata options to be available. Even if it's at a -4 or something. That being said, gun kata martial arts isn't too hard to homebrew :p
@@wagz781 Personally I just play it -3 for off-hand weapon and -3 for second action for a -6 total modifier.
If the primary was a 2 RoF weapon, I'd allow a second shot with the primary for normal split rules or a shot with the off hand for the -6 above.
30:05 Wait, what?? You can't hold an action past the end of the initiative queue? I had no idea. We've just been doing until your next turn, like D&D does it. That is a massive gamechanger. Not sure how to feel about that...
I'm definitely no game designer, but I still feel like light armorjack is _too_ good, and the armors that are "better" than it are _too_ punishing, regardless of what he said about it. They should've made light armorjack more expensive, so you can't get it at character creation. Just that alone would solve a lot of problems.
Personally I feel like very high armor like metal gear is okay. Other feel like they shouldnt exist.
Medium and heavy armor jack do ignore non crit SMG and med pistol but feel absolutely useless because of armor ablation... 1penetration ( bad heavy pistol, H SMG and bad shotgun are not rare) and your back to light armor jack but with -2 penalty to THREE STATS (Ref Dex and Mov!) and they arent even like lower tech/cheaper/easier to repair ... nothing...
Medium is also only equal to improved light armor jack(first tech upgrade) but with maluses and start at same price... unacceptable...
Heavy armor is simply improved heavy and it feel bad... same maluses, 5 time the price,
Flak is kind of fine to me since it kind of suck but its cheap heavy armor but damn -4 in Mov would immobilise most randomized character...also loosing even more -4dex and -4ref make you so much worst at everything combat related.... medium can still crit you... and 4d6+ gun often ablate you...5d6 will ablate you most of the time...
Metal gear is like full plate in DnD most shot wont hurt a metal gear user assault rifle and shotgun can struggle against it, but it will ablte it at least every other shot and whittle it down but now your kind of a metal box that require special equipemnt tu be taken care of so its good.
For me Medium and heavy flapjack need something to shine... for exemple beeing easy to repair on the go? beeing like a plate carrier thus if you bring extra plates 10ed each (for exemple sake) and take a minute to replace a plate, you can recover 2 SP from the armor.
Medium armor only giving -2 to Dex or Ref and mov so its still feel good for shooters or melee but not for both.
any idea to make medium and heavy armorjack not suck?
Can I hold my action to shoot someone who is hiding behind cover when they lean off the cover to shoot?
29:00
as long as you are earlier in the initiative order, then yes!
@@JonJonTheWise That's awesome, thank you very much for help as well as going back to a video from over year ago, that's awesome! ♥
Great video!
I gotta say, I really do not like the ruling of Holding Actions in this system. So the one at the bottom of the initiative can't aim and hold their shot until the target pops out of cover? To me, that simply does not make sense thematically or gameplaywise. A quick house ruling to "start of your next turn" fixes all my problems with it.
Oh lol, I'm glad he liked my sim
Hey Jon, I have a question that has been plaguing me for awhile.
Alright so, things like the Seriously Wounded state, Brain Injury, Concussion and Grappled all apply a -2 to all Actions.
The RAI seems pretty clear that this would apply to passive checks such as say Evasion (it makes all the sense in the world that trying to dodge while grabbed/badly hurt/suffering from a brain injury or concussion would be harder), but this doesn't appear to be the case per the RAW, as it would seem to only penalize checks made with an actual Action, though I could see 'Action' in this case perhaps referring to any thing the character does on their own initiative.
Would really love to get some feedback from the Word of God to settle this once and for all.
In this case I would go with a judgement call that makes sense. And go with the RAI.
@@JonJonTheWise Oh for sure, that's how I'm GMing it, totally agree, just asking if you might pop the question next time you get to do Q&A with one of the game devs.
@@JonJonTheWise Other questions: Can you use the Cybertech skill to install Cyberware into a Battleglove, or just Surgery? Are you able to self-install cyberware on Cyberarms that have been detached with the pop-off upgrade? If so, must you use Surgery to install that cyberware while it's detached, or would Cybertech also work?
Did Mark Waters ever download his pdfs?
As a grenade is not a good answer. The grenade rules are all over and there are no fragmentation entry in the ammo type. The only "entry" is under grenade launcher. We wasted 10 minutes trying to find a rule to use for damage the players took in an exploding car.
Also the other thingnwe were not certain of, would it be damage to both body and head?
AP grenades are frag grenades
6d6 damage, armor ablation 2, in a 10m circle. Body only. All explosions unless the gm decides that there's something special about the explosion. In that case, it's a variation on the different ammo types/grenade types in the book.
Maybe the martial arts chosen for the combos are not the most fortunate ones. After all, claiming that you can't grapple without brawling whe you are master judoka or aikidoka... kinda making those a x3 or even x4 skills just because. And it grates me that one of karate's (lit, "empty hand". As in, your fist is so tight there's not even air in your hand) special moves requires using a melee weapon...
That aside, I personally find RED lacking in a lot of ways (in rules and gear, specially regarding the economy) compared to CP2020, but the hacking is a nice abstraction I don't understand why wasn't presented with a card-oriented gameplay option.
Where does one preorder the GM screen?
I ordered mine from my local gaming shop.
Lmao gonna have to get a WWJD bracelet (what would James do ?)
"Full borgs are gonna happen" Woohoo! Also, I love "Which Keanu Reeves are you today?"
I really don't understand the dislike lol, great video!
Haters gonna hate 😆
Likely due to the ridiculous direction Cyberpunk Red took with rules as compared to CP2020.
People who say CP2020's rules were cumbersome and involved lots of math are clearly unaware of the fact you didn't need to use every single modifier that might apply.
"Additive math" as James would call it doesn't need to be as difficult as he makes out.
Not to mention that firearms should be as leathal as they were; Bullets that were undodgeble and hard cover was your best friend.
Fed into the nigh unstoppable sensation when a chrome junkie cybered up to their Vamper cyberteeth having bullets bounce off thier faces.
Only to be brought down by Maxtac rocking higher cal guns with just as much chrome.
There is also the moronic idea's like forcing people using grapple centric Martial Arts to use of Brawling (literally an untrained form of unarmed combat) to grapple.
It makes no sense...just like most of the other rules in Red.
It's depressing seeing a well made & beloved IP being ruined by the likes of James and CDPR with the dumpster fire that is Cyberpunk 2077.
@@soulsurvivor8293
after how amazing edgerunners was i went a "found" a copy of the core rulebook and was horrified on how it was layed out.
its so damn hard to find anything in it unless you use a pdf search function.
and so much important info is just scattered around haphazardly and repeated.
iv never seen a more baffilingly laid out core book.
the lore and stories were good though.
still want to get into the cyberpunk TTRPG, would you recomend 2020 in "current year"?
@@mageofvoid4282 Just make sure to use netrunning from RED, 2020 netrunning is ass.
Autofire costs twice as much, is on average 30% harder to use, uses 10x the resource but gives you only, at best, 1.5x the damage of a single assault rifle shot. None of his arguments hold water. It's ok for submachine guns, but assault rifles? Broken on the bad side.
Can you still evade bullets with heavier armor?
Not likely as it gives you -2 reflex
Is there somewhere you can get a bunch of screamsheets?
Check out the Facebook and Discord groups for cyberpunk. I'm putting out one for every game I play, and both Fans and Uncensored post up Screamsheets every few weeks
@@SquishyIsBack thank you so much :)
19:30 I don't think you should use realism as an argument for a system that has already abstracted so much from what was a more "realistic" combat system, at that point you might aswell let things like 3-burst and full-auto be "overpowered" cus it's realistic.
All this has done is show me that James Hutt should never be trusted to make a functional combat system ever again so long as he is employed at R. Talsorian.
The damage on autofire is complete garbage. Whoever wrote the rule has zero knowledge about firearms, and/or played far too much Fallout 4. There's no legitimate reason that an assault rifle on autofire should do only 2D6 damage when the rifle does 5D6 to begin with. The multiplier based on how much you exceed DV by is fine, but the less-than-half damage is mind-numbingly stupid.