r/cyphersystem

Help with NPCs and "equipment"

Firstly, I'm fairly new to Cypher System so if I'm misunderstanding something, please correct me.
As I understand it, though, NPC equipment effectively doesn't matter. A lvl 2 Guard is going to defend worse and attack worse than a lvl 4 Guard even if they are wearing the exact same thing, because this is an abstract system. So by that logic, most lvl 2 things are just effectively worse at wielding weapons than even a tier 1 PC.
That's all fine, I'm cool with abstract systems and all. I get it.
But if that's the case, then what is the point of things like "Disarming Attack" or anything similar that affects equipment? If I, a PC, were to disarm that lvl 2 Guard, he could then just punch me for the exact same damage. The same for the lvl 4 Guard.
Furthermore, if I have some kind of weird, but highly effective Cypher that disintegrates armor in the area (yes, I understand this is a very niche example), that Cypher won't ever actually do anything since all the lvl 4 Guards will still defend as lvl 4's and still have 12 health. (Since you don't take into account armor for NPCs)
Am I misunderstanding something? Or does equipment just not matter at all for NPCs. I feel like I'm doing something wrong or I'm just "not getting" this aspect of Cypher System.

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u/TemperatureHorror796 — 2 days ago

The numbers

Maybe don't read this if you play cypher and think "yeah, spending effort feels meaningful and makes me happy", because this will gut that feeling if you comprehend what's going on.

The numbers for effort are terrible. Every stat point you spend gets you a 1/20 chance to change the outcome of a roll. That means on average you will not change the outcome of a roll until you spend 20 stat points. More if you reduce something to a level 0 task.

So let's add edge! Yay, now we are spending either 14 or 7 points to see one changed outcome. If your edge completely covers your effort, you're good.

I guess at least now wounds are a different resource, right? So I won't spend 20 points to try to avoid a 10 point hit.

Oh, wait. Instead of spending 20/14/7 stat points on a defense roll, I can spend 5 on rallying the moderate wound I might take.

Long story short, a cool mechanic that should be engaging is busted.

The impact of spending effort needs to be way higher. Or stat pools and the cost of every ability needs to be way higher. 1 point for a whole level of effort, and edge just adds to the d20 roll maybe?

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u/Saeviomagy — 5 days ago

Questions on my superhero build

So I am building my first superhero for Claim the Sky game and we are allowed to use all books. Im super curious on what some of your builds youd recommend for someone who wants a superhero who punches enough to be a good damage dealer, can ease a lot of lifting and carrying, is very durable and can fly. I would love to know since I have a build sort of worked but not entirely sure how it will function later.

My build:

Strong Warrior who performs feats of strength

Trained in armor

Combat prowess

Improved edge

Need no weapons

16 might (2 edge)

12 speed (1 edge)

10 intellect (0 edge)

Power shifts

2x resilience

2x strength

1x flight

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u/NameIsCam — 7 days ago

Minor Quibble - Shotgun Range

So, I found today (while putting equipment into a Foundry VTT game) that shotguns (both standard and sawed-off) have a range of Immediate. This mostly just tells me these folks have never fired a shotgun. They are designed for hunting. An average shotgun is easily hitting Long range, and a slug shotgun is Very Long. I could see cutting a sawed-off shotgun down to Short for mechanical distinction, but even that is pushing it. I know movies/games are always portraying them as extremely close range, but in reality a Shotgun can do lethal damage pretty far away.

Not a major issue, and of course I'll just change it in my games (I landed on Short for sawed-off, hindered at Long, and then Long for standard and hindered at Very Long). Just thought it was interesting.

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u/erian77 — 11 days ago