Demo Feedback after ~430 Hours On DZR1 And A Thank You To The Devs (Pic is my face while playing)

Demo Feedback after ~430 Hours On DZR1 And A Thank You To The Devs (Pic is my face while playing)

Started playing DZR1 in the playtest and put over 400 hours in, now playing through the demo and having an absolute blast, but do have some more specific feedback other than "having fun".

First of all, you can make pixel art with the hallway panel! How fun!

But in reality, the demo so far has shown me that the devs understand perfectly what we all loved about DZR1 and set out to make a game based on what we loved. Combat still feels very smooth, movement feels intentional(although Ill admit its been so long since not being max level in DZR1 that I felt like a slug for a bit), and enemies are unique with clear counters and strengths.

Thank you for building melee into a more fleshed out system. The weapon variety feels meaningful, we have another melee perk to run, and the existing melee perk is no longer a stealth cheese, which I am so thankful for. I would love at some point a "Main-hand melee" option so that we are running around with melee in hand, but I also recognize that might not be what the devs want, so Ill chalk that up to wishful and hopeful wanting.

Thank you for not shortcutting the non-gameplay aspects that made DZR1 great! The voice acting is stellar, the music is fantastic(cant wait to be able to buy the album), and the aesthetics really feel like a natural extension of the first game. The bar/club room is such a great slice of what makes the DZR games feel unique: Great layout design, amazing music, interactable environment, and funny interactions and dialogue

A few things I would like to see or have notes on:

Some of the outside levels need their brightness toned down a bit. The nature ones are great, but the exterior ship ones are so bright and have the same colors as the enemies that sometimes its hard to distinguish where anything is.

The audio seems a but sharper(?) than in DZR1, a bit more tinny and the loud sounds really punch through the rest of the audio causing very loud moments compared to the rest of gameplay (though, maybe this is just me).

Already mentioned that Id love a main-hand melee, just bringing that up again because please :)

Accurate stat display to keep track of total kills, accuracy, runs, deaths etc that DZR1 had for a little bit but wasnt accurate on. To me, its another way to reward replaying the game because I think we all love watching numbers go up

Hopefully after release we get the option to further support with ship decoration packs as we did in the first game. It was just cosmetic, but it really did add a fun vibe to the starting area as well as allowing us to support as we can.

Please let us just restart a run rather than having to abandon and go back through the entire selection process again

Overall, the demo feels exactly how I would have wanted it to feel: a natural extension of the first game that feels like the first game with some unique and fun identity changes. I cannot wait to sink hundreds more hours into DZR2 and thank you devs for keeping the spirit of the game true <3

u/DoctorFrungus — 5 days ago

Is Simultaneous Strike very overpowered or am I missing something?

I have been DM'ing WaG for a few months now, and while testing my own builds I ran across Simultaneous Strike.

"You can make any Attack Action that has a single target a Simultaneous Strike. Pick your primary weapon; your attack uses all your primary weapon’s statistics, such as AP and Weapon Traits. Make your attack Test as normal; if you succeed, add half of the secondary weapon’s Damage value as ED to the damage roll."

Is that as strong as it looks on the surface? Using advanced character creation, its pretty easy to get your damage into the 25+ range every turn based on your weapon choice and Strength modifier. It really seems to dwarf the damage of everyone who isnt using it.

Am I missing anything? And if not, is banning or tweaking this a common house rule?

reddit.com
u/DoctorFrungus — 2 months ago
▲ 4 r/40krpg

Is Simultaneous Strike very overpowered or am I missing something?

I have been DM'ing WaG for a few months now, and while testing my own builds I ran across Simultaneous Strike.

"You can make any Attack Action that has a single target a Simultaneous Strike. Pick your primary weapon; your attack uses all your primary weapon’s statistics, such as AP and Weapon Traits. Make your attack Test as normal; if you succeed, add half of the secondary weapon’s Damage value as ED to the damage roll."

Is that as strong as it looks on the surface? Using advanced character creation, its pretty easy to get your damage into the 25+ range every turn based on your weapon choice and Strength modifier. It really seems to dwarf the damage of everyone who isnt using it.

Am I missing anything? And if not, is banning or tweaking this a common house rule?

reddit.com
u/DoctorFrungus — 2 months ago
▲ 9 r/40krpg

Engaged Enemies and Psyker Powers

Just finished our session 0 / .5 of mine and my groups first play of WaG. We had a ton of fun, but three things came up during session that I did not have an answer for:

Engaged: Is there a distance that counts as "Being Engaged?" If so, is it always the same or is it based on the melee weapon range of the people involved(Power sword vs neural whip for example)

Psyker powers and Engaged: If I am Engaged with an enemy in melee, are my psychic powers affected by Engaged? For instance, I am in melee range of one enemy but want to Crush someone 10 squares away, am I allowed to? Or no, because I'm Engaged?

Salvo: A weapon has a salvo rating of "-" has to reload between every shot. A weapon with Salvo(x) can be fired without reloading unless a salvo option is used which at that point requires a simple action and consumes Ammo. Does the reload use 1 ammo, or ammo equal to the Salvo used? And do I understand the rules regarding Salvo "-" correctly?

Thanks friends!

reddit.com
u/DoctorFrungus — 3 months ago

Engaged Enemies and Psyker Powers

Just finished our session 0 / .5 of mine and my groups first play of WaG. We had a ton of fun, but three things came up during session that I did not have an answer for:

Engaged: Is there a distance that counts as "Being Engaged?" If so, is it always the same or is it based on the melee weapon range of the people involved(Power sword vs neural whip for example)

Psyker powers and Engaged: If I am Engaged with an enemy in melee, are my psychic powers affected by Engaged? For instance, I am in melee range of one enemy but want to Crush someone 10 squares away, am I allowed to? Or no, because I'm Engaged?

Salvo: A weapon has a salvo rating of "-" has to reload between every shot. A weapon with Salvo(x) can be fired without reloading unless a salvo option is used which at that point requires a simple action and consumes Ammo. Does the reload use 1 ammo, or ammo equal to the Salvo used? And do I understand the rules regarding Salvo "-" correctly?

Thanks friends!

reddit.com
u/DoctorFrungus — 3 months ago
▲ 10 r/40krpg

Bonuses For Sororitas Orders (Wrath And Glory)

I dont see anything in the book about it, maybe I'm missing it, but are there any special bonuses for picking certain orders for sororitas characters outside of bonuses to interacting with your order? And if not RAW, is there a commonly accepted homebrew source?

Picking a space marine chapter gives bonuses based on what they are famously known for, and they also get Defender of Humanity, Honour the Chapter, Space Marine Implants.

I know theres an XP cost difference, but the book seems to indicate that most if not all of that is going to skills. Wanted to make sure as I have multiple players considering running a sororitas character

Curious if there isnt anything out there, if others have made your own

reddit.com
u/DoctorFrungus — 3 months ago

Saying goodbye to a 4 year campaign

I and my 4 person party just had our final session of our four year long campaign, and through the pride of bringing it to a close and the excitement of what's next, feeling a bit down today.

This campaign has followed me through job positions, moving house, and a few major life events and, as happy as I am to have given it a climactic and victorious send off, I am having trouble shaking the blues that set in when I closed Foundry after our last session.

We played in a homebrew setting, in a space faring adventure, and had an absolute blast. We saw about half a dozen character deaths, tons of close calls, characters coming back from the brink of cyber-psychosis and all in all just a great time with our friend group.

We are moving into Warhammer: Wrath & Glory for our next campaign, and while I'm very excited for what's next, cant help but look at my now former Foundry world with a sad smile. The last session ended with multiple players in happy tears and everyone ecstatic with how their characters got to fade into the aftermath of the campaign. It was a very fun ride, and I imagine there are thousands of other GMs who've had the same feeling looking at their Cyberpunk: RED creation as I have now.

That's all, just had to share and thank everyone here that I've asked questions of and received inspiration from over the years. Thanks chooms <3

reddit.com
u/DoctorFrungus — 3 months ago
▲ 4 r/40krpg

Rules questions from a new Wrath and Glory GM

I have been running a 4 year fully homebrewed campaign of Cyberpunk: RED for a group of four friends, and as that closes, we are going to switch to Wrath an Glory, which I am so excited about. I have read through the CRB as well as made my own massive (online) GM screen, so I have spent a lot of time in the book, but have some questions that I have not been able to find answers for. Ive put them below, and would appreciate answers as well as general advice. We will not be doing a module, and instead doing another homebrew adventure at Tier 3, but as RAW as possible for now. Specific WaG world building tips would be great!

Do augmetics stack? If I get two augmetic arms, do I get the strength buff twice?

Similarly, Augemtic Arm is listed singularly, but Augmetic Legs is plural. Do legs come in pairs?

Does Unnatural [Skill] In Ballistics/Psychic Mastery/Weapons Skill make you able to ignore some penalties to Aiming / Unbound Casting / Defence penalty from All-Out-Attacks?

Am I missing something or is Devotees Talent super strong? Do they all get a turn in combat? Are they a mob? Just view them as optional “I dont get hit” buttons?

How do you handle games where you have achieved Rank 3 but the players arent ready for a Tier upgrade? (we are doing milestone, not every session XP) Do we just keep giving XP every so often without increasing rank?

How do we read the range on a weapon? If a weapon is 15 | 30 | 45, does that mean 0-15 is short, 16-30 is medium, 31-45 is long, 46+ relatively impossible without special conditions?

Is there a limit to the amount of reflexive actions that can be taken? Or is Reflexive Attack a one and done part of the action economy?

Restrained: what actually is this? Theres no mechanical definition in the book that I can find other than making a strength test to recover. By extension, when grappling, does the grappler maintain full movement agency and speed?

There are gaps on tables, like Perils of the Warp and Critical Hit Table. Do those gaps just mean nothing happens? If a player crits, and on a d66 rolls a 19, just nothing?

Is there any “normal” / non shenanigans way to recover health during combat as a healing archetype? Or is it always post battle with Regroup and Respite

Thanks for reading and in advance for the help!

reddit.com
u/DoctorFrungus — 4 months ago

Rules questions from a new Wrath and Glory GM

I have been running a 4 year fully homebrewed campaign of Cyberpunk: RED for a group of four friends, and as that closes, we are going to switch to Wrath an Glory, which I am so excited about. I have read through the CRB as well as made my own massive (online) GM screen, so I have spent a lot of time in the book, but have some questions that I have not been able to find answers for. Ive put them below, and would appreciate answers as well as general advice. We will not be doing a module, and instead doing another homebrew adventure at Tier 3, but as RAW as possible for now. Specific WaG world building tips would be great!

Do augmetics stack? If I get two augmetic arms, do I get the strength buff twice?

Similarly, Augemtic Arm is listed singularly, but Augmetic Legs is plural. Do legs come in pairs?

Does Unnatural [Skill] In Ballistics/Psychic Mastery/Weapons Skill make you able to ignore some penalties to Aiming / Unbound Casting / Defence penalty from All-Out-Attacks?

Am I missing something or is Devotees Talent super strong? Do they all get a turn in combat? Are they a mob? Just view them as optional “I dont get hit” buttons?

How do you handle games where you have achieved Rank 3 but the players arent ready for a Tier upgrade? (we are doing milestone, not every session XP) Do we just keep giving XP every so often without increasing rank?

How do we read the range on a weapon? If a weapon is 15 | 30 | 45, does that mean 0-15 is short, 16-30 is medium, 31-45 is long, 46+ relatively impossible without special conditions?

Is there a limit to the amount of reflexive actions that can be taken? Or is Reflexive Attack a one and done part of the action economy?

Restrained: what actually is this? Theres no mechanical definition in the book that I can find other than making a strength test to recover. By extension, when grappling, does the grappler maintain full movement agency and speed?

There are gaps on tables, like Perils of the Warp and Critical Hit Table. Do those gaps just mean nothing happens? If a player crits, and on a d66 rolls a 19, just nothing?

Is there any “normal” / non shenanigans way to recover health during combat as a healing archetype? Or is it always post battle with Regroup and Respite

Thanks for reading and in advance for the help!

reddit.com
u/DoctorFrungus — 4 months ago

Does the Quarry boss respawn outside of the mission that he's introduced in?

I just got the mission for Monstera, found him and killed him. I did not complete the mission he is a part of, and am able to find him in the same place every time I load into Quarry.

I've seen posts mentioning he still spawns after the mission but its much rarer, and some saying he doesn't respawn at all. Anyone that has cleared the mission able to confirm if he still spawns after and, if so, if the spawn is as frequent?

reddit.com
u/DoctorFrungus — 4 months ago