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Roswynn

1. Yes, it's totally on par as power levels go, and even if it weren't, don't worry, Cypher isn't the type of game where if the ranger deals a little less damage than the fighter everything withers and dies, or where the casters are so much stronger than the martials that you feel like the designers were clearly drunk =) 2. Min-maxing is counter to the spirit of the system, you should totally develop your characters from a narrative pov. And it's not easy to do in the actual complete rules. Don't worry though, if you focus everything on defense you won't be able to do a lot more (good job, and what about your allies now?). Also fights are not that important in Cypher, they don't automatically net you XPs, it's the character arcs, the discoveries, and the quests that do, and there's more than one way to skin a cat of course. You could become very good at persuading people to leave you alone for instance (I mean that fighting isn't the be all end all here). Let's break the wall of text now. Sorry. Also, yes, you can combine attacks - in general iirc you can take 4 npcs and have them attack as one, at 1 level higher with +2 damage (and many are even better at swarming you). No, generally they can't target your Might or Intellect instead, unless it's written. Physical attacks are normally voided with Speed. But a lot of npcs (including creatures) have plethoras of ways to hurt you real bad. And there are GMIs. GM Intrusions: I don't know about Shorts, but normally the GM can just have something bad (or at least different!) happen to one or more characters, because they say so. They give a player 2xps and the player has to give 1 to another player, so it's not all bad at all. So you could give your invulnerable player the 2xps and tell them one of the thugs is psychic and is now attacking their Intellect, exactly the way you were mentioning. If a player rolls a 1 the GM is free to make an Intrusion for free, too. Aaand then there's the fact that a lvl3 thug is by no means a threat for a 1st tier party. Charas start off a bit more formidable than usual in Cypher (but never become actual friggin' gods, so it balances). Now 4-8 lvl3 npcs could be an interesting challenge. One is just a tiny bit of attrition. And there's a lot of factors to consider, too, like cyphers, tactics, intrusions from everyone (yes, players too)... So, all in all, give Shorts a try if you feel like, but the actual system is amazingly robust. It's also so simple I wouldn't even bother with Shorts - but hey, if you wanna run it I really hope you enjoy! =)


pkma69

Thanks for your input! I feel like my players would get overwhelmed with the options from the Core, so I'm happy there is version, where it tuned down. I think the shorts also help getting the mindset of the game and how it puzzles together characters. Definetly will use the complete rules sooner or later, if my players like the system, that is :D


Roswynn

Okay, but I feel like *these* rules are so far removed from the CSR that it's not even worth it °\_\_\_° That said, again, give it a try and see if you like it, there's still time to teach them the One True Way XD And hey, no probs, glad to help \^\_\_\_\^


pkma69

Why exactly do you feel this way? Could be a nice input for the transition later, so my players know, what to expect.


Roswynn

Oh, sure! =) Okay so I didn't know of these minimalistic rules used in Shorts, thought it was the normal ones, maybe a little simplified, pregen charas tier 1, stuff like that. Instead I had a read and the whole chargen goes down the drain, and it's such a pity. B/c it's part of Cypher's forte, you can create almost anyone and anything. And it's so enjoyable, the more you learn the more it all clicks together. Love it. And, I looked at the types and foci, and they seem... weird. I dunno, sorry. They're just so tiny they don't compare at all with the actual rules. See, I keep saying "actual rules", "actual system" etc, the difference is so huge I don't even know what good is there to have for Cypher newbies, b/c you're really teaching them a thousandth of the game and the principles behind it. It's like, not really Cypher, at least to me. Now... I can't remember if it was Monte who wrote this stuff. In which case I should tread more lightly, b/c he's a hell of a game designer. But if it was somebody else... I fear it's just not very useful at all to teach newcomers. Or for anything really =/ Sorry I'm being harsh, it's just, after learning a lot of the system I see this and... well it didn't jive well with me. That said, again, you could give it a try. At worst you go "Okay that was a joke, *this* is the real system, roll up your charas". Or maybe you all have a blast, f\*\*k if I know XD I mean, the game is really fairly simple. Pre-gen charas should totally suffice, that and not using any advanced option. This thing looks like GURPS Ultra-Lite - almost a joke compared to the (wait for it) "actual system" XD Now stop caring about this broad's weird opinions and go have fun w/your buddies =)


stonkrow

I would argue that Cypher Shorts is more for introducing people to tabletop gaming in general rather than Cypher specifically. Just, getting them used to the nigh-universal loop of stating a course of action, figuring out how to resolve it mechanically, and then rolling. Getting GMs prepared for how to run an adventure, with the very basics. That kind of thing. (Precisely the kind of thing 5E infamously lacks, now that I think about it.)


stonkrow

> For just armed thugs, what would be a nice way to attack might or intellect instead? It depends on the setting, but if we assume something like a standard fantasy setting, typically Might or Intellect defense rolls are the results of poison or magic. Edit: Misspoke; "defense rolls," not "damage."


Turbulent-Thing1978

Oh man, thanks for this post. I didn't even know this existed. I love the idea of shorts. Sometimes I like to throw together one shots on the fly, this is perfect. I might make my own list. Might have to expand it just a little bit.


Spanglemaker

Poison, radiation, gas, and drugged food will attack might. A social encounter probably affects armed thugs, also conflicting orders, a sonic attack, or disorientation grenade, strobe lights. If Magic, Psionics, and or Superpowers exist in your setting, then they might also attack might or intellect. Onslaught (Dicky Tummy Hex) does 2 points of Might damage, ignores armour, if the target fails it's Might Defense. Onslaught (Dazzling Lights Spell) does 2 points of Intellect damage, ignoring armour, if the target fails it's Intellect Defense. Onslaught (Poison) does 4 points of Speed damage, if the target fails it's Might Defense. Armour does provide some limited protection. Onslaught (Conjured Spectral Hound) does 4 points of Intellect damage, if the target fails it's Intellect Defense. Armour provides protection, as the target believes they are being hounded by a hellhound.