Reynard
aka Ian Eller
I definitely don't want to read only gushing.I'd probably end up ranting about Cypher, as I'm rather unfond of a lot of elements of it, so I'm probably not a good one to respond.
I definitely don't want to read only gushing.I'd probably end up ranting about Cypher, as I'm rather unfond of a lot of elements of it, so I'm probably not a good one to respond.
This isn't a "positive-only" thread, so rant away! I'd like to hear all the good and the bad about the Cypher system.
As long as we avoid insulting people, I think we're good.
This. The setting books are extremely interesting in terms of themes and ideas, but the rules themselves feel, most of the time, like fitting a square peg in a round hole; cyphers in particular strain verisimilitude.I get the reasoning behing it, but to me ultimately, it felt the wrong way round, even in Numenera. I can see how having a semi-unique thing where you don't need to worry about it being OP makes sense from a fun-with-rules perspective, but I can't think of many settings where it doesn't feel forced and artificial. It feels like "rules design first, setting verisimillitude second (or third or fourth)", which is a totally legitimate design perspective, but also one that really turns me off.
That's actually one part of the system that I really like - spending pool points for tests can be kind of annoying because it sometimes causes analysis paralysis, but the combat death spiral makes it worth it, as far as I am concerned. It's not my favourite combat system, but I like its dynamics a lot more than most hit point based systems.1. The way the pools work is, I think, malformed from the get-go. Having the same pools that take damage from certain kinds of attacks being the pools that are used to improve odds of success for the associated attributes is, frankly, kind of perverse, and particularly bad in the commonest cases as it tends to catch warrior types across the kneecaps.
That's actually one part of the system that I really like - spending pool points for tests can be kind of annoying because it sometimes causes analysis paralysis, but the combat death spiral makes it worth it, as far as I am concerned. It's not my favourite combat system, but I like its dynamics a lot more than most hit point based systems.
I wouldn't call them a flaw, since I think they pretty much work as designed and intended - yes, you'll only spend points on defense if you want to avoid a specific effect or if something causes a sh**load of damage, but that's fine, I think. What I like is that all attrition has a visible effect on your ability to perform; I get that a lot of people don't like it at all, but for me, it's one way to keep combat from being about bags of abstract HP. (I'd still prefer detailed damage systems like in RuneQuest if I had all the time in the world to learn the rules, but something like Cypher System is the next best easy way to achieve it for me).Well, since I don't think death spirals are good in general, and don't think a mechanic that motivates people to stick to failure rather than take a chance on using resources, those dynamics are an unmixed flaw to me.
I wouldn't call them a flaw, since I think they pretty much work as designed and intended
Agree here. Linking abilities directly to health resource means that in the end, after any resource intensive encounter you end up exhausted regardless of whether you were successful or not.I'll give you its not a design error (in the sense of not doing what was intended), but I still think its a design problem (in that what it does isn't desirable).
The problem with death spirals is I no longer feel they're either realistic nor produce good outcomes, so...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.