Cyberpunk 2020

What kind of homebrew modifications do you make to CP2020, if any?

Better to play retro-80s, update it to the modern world or let it fade away...?

Cyberpunk 2020 General, just don't bitch about the definition of cyberpunk, pls. And don't mention Cyberpunk V3..

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>2d6 instead of d10 for skill rolls.
Makes the fails spectacular and the successes equally so. Taking the critical chances from 10% down to 3% while making other rolls more varied
>Die Explosion
To add on to the previous edit crits don't auto succeed/fail but cause dice to explode. This makes moments feel more cinematic and a bit more realistic. When you roll a 12 you roll an extra d6 and add that to your total. Get another 6 and you get to keep rolling. Same for rolling snake eyes. Roll an extra d6 and subtract from your roll(negative numbers are okay)
>Initiative
Putting a limit on initiative actions allowed to each player. They can only take 2 combat actions and 1 non-combat action. These actions will take place at your initiative value, and then you next action will take place at -5 from that initiative value and so on. Actions still get the penalty as before.
>Awareness/Notice and Hide/Evade Based on Cool
Flavor change, so Super Solos don't necessarily have to be Einstein, but they can Rambo
>Gun Skills
Condensing the Gun skills into three categories. Handguns, Rifles, and Heavy Weapon. If you fire it one handed you use your Handgun skill. Two hands use Rifle. If it's unwieldy use Heavy Weapons

>Stat Changes
Adding a new stat: HS(Humanity Score) which will take over half of what empathy used to cover. This is also a flavor change. It was odd how min maxed super solos started with the empathy of Mother Theresa. It also allows a Hannibal Lector type character to be played(i.e. someone with great people skills who is incredibly insane). To deal with the 10th stat You can start with 65 Character points instead of 60(Feel free to adjust for whatever power level game you want to play)


This part is super optional, and I'm not going to give details unless anyone wants to request it. >Classes
Doing away with the class system an dropping Career Skills from 60 to 50. Where are the Special Class skills? In a custom Edge and Hindrance system a la GURPS and Deadlands.

That pretty good stuff. I like it.

The German book had a nicer cover.

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Bamp

>2d6 instead of d10 for skill rolls.
I had the same idea, but finally dropped it.

>Die Explosion...This makes moments feel more cinematic and a bit more realistic.
If it's more cinematic it cannot be more realistic, and vice-versa. I'm also not sure about how it would affect game balance.

>Awareness/Notice and Hide/Evade Based on Cool
And why not on ATT? Seriously, solos are already pretty much overpowered with Combat Sense. They don't need one more boost. Personally, I'd even take away the bonus to Awareness/Notice given by Combat Reflexes. Theres a reason for that: there is no skill that would give a bonus to stealth. So a solo has much more chances to detect an ambush than to lay one effectively.

>Gun Skills
Totally agree on this one.

>Stat Changes
I had the same idea, but a different approach. I'd change Attractiveness to Sex-Appeal, which also covers some skills from Empathy (seducing with empathy gets you friendzoned, seducing with SEX gets you pussy). Then I'd add the stat Perception, which is used for shooting, searching and noticing stuff.


The major change I would do is to get rid of character classes. Simply let the players choose 10 skills for their characters and that's it. Special skills become normal skills and one character can have more than one. To calculate starting cash, take the highes special skill level into account.

Another change I would do is to get change the number of skill points available for hobby skills. Give the character 10 points to buy at least 2 hobby skills.

To give more importance to skill, I would also give a penalty to skill rolls whenever a character doesn't have the required skill (I suggest 3 points). All of a sudden those Skill Level 3 chips become much more useful.

Lastly, I'd get rid of the concept of Humanity. Calculate Humanity Loss like usual. Then multiply it by ten. This gives the weekly cost for maintenance and anti-rejection drugs.

Revised character sheet enclosed.

>The major change I would do is to get rid of character classes. Simply let the players choose 10 skills for their characters and that's it. Special skills become normal skills and one character can have more than one
One: You can basically already do this. In the same exact area of the book as the classes, it tells you that you can pick a special skill and a group of other skills to be your "career skills".
Two: The special skills are all better than normal skills. That's why they're special. If you can freely take them, then you need to get rid of their normal equivalents (Streetdeal is a strict upgrade to Streetwise, for example) and assume that everyone who reads what the skills actually do will fill up as many special skills as possible and ignore the rest.

Oh, and the starting money section tells you to select the category that most closely matches whatever you are, supporting the ability to select whatever career skills you want.