Modifications

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Originally Posted By: Jeff Wilder

Some of these have been playtested, some haven't, but will be soon. Comments are greatly desired, but mostly by folks that have tried the same (or similar) changes with positive (or negative) results. Note that none of these rules adversely affect the game complexity.
 


  1. Weapon damage is changed to a base 1d10 plus a modifier. The modifier for weapons that currently do d6s of damage is 3 per die, after the first die. For example, a Ronin Light Assault Rifle does 5d6. Under this system, it does 1d10+12. For weapons that currently do d10s, the modifier is 7 per die, after the first die. For example, the Arasaka 20mm does 4d10. Under this system, it becomes 1d10+21.

    Rationale:

    I don't think CP2020 weapons have enough penetrating power, first, because of the overemphasis on randomness in damage. Second, I like the idea of making the d10 the basic die for actual play of the dame (as opposed to character generation), but this is a minor factor.


  2. Frag grenades do 2d10 to every hit location (within circumstantial reason), and soft armor SP is halved. Obviously, I'll eventually apply the same idea to other explosives, but frags are rare enough in my game (much more other explosives) that I've hardly had to worry about it.

    Rationale:

    Just that CP2020 is pretty damn confusing when it comes to damage application from explosives. This is a system that works for me.


  3. Limb damage is halved, and head damage is doubled, after applying armor SP. In addition, it takes 10, not 8, points to disable a limb or blow someone's head off outright.

    Rationale:

    In consideration of #1, above, this helps to insure that limb damage can be trivial.


  4. A hit that doesn't penetrate armor still does 1 point of damage, and a hit that does penetrate armor cannot be reduced by BTM below 2 points of damage.

    Rationale:

    I know it's a simplification, but I don't want my players just laughing at a medium autopistol because they know that it probably won't penetrate their armor jackets. From what I've read and heard, even if body armor saves your life, it's not gonna keep you from hurting.


  5. Called shot is -8, rather than -4.

    Rationale:

    I simply think called shots are far too simple, even in consideration of most characters' good weapons skills. Again, much of what I've read supports this view.


  6. Most cyberware is x15 the listed cost in the book. There are a fair number of exceptions (one example: the contraceptive implant), but most is x15. This includes cyberdecks (though not cyberdeck peripherals.) Chipware and programs are x5 cost.

    Rationale:

    Cyberware is ridiculously cheap, and thus, ridiculously common. Obviously, this is a referee call, but my world is Gibsonian, and maximum chrome doesn't fit. You might say that it offends my style.


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