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IP used to improve Stats?

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blank_redge

blank_redge

Rookie
#1
Dec 3, 2013
IP used to improve Stats?

Topic. Obviously, this would be for physical skills, like going to the track every day (Movement Allowance) or hitting the gym and getting yoked up (Body Type.) Maybe (MAYBE) going on a monastic retreat for a while, and channeling your inner 'Punk, and all that (Empathy.)

Didn't see any rules in the main book, suggesting IP can be used to buff Stats, unless I missed it...
 
G

guidokpd

Rookie
#2
Dec 3, 2013
We allow IP to be used to increase stats up to 10. Stats have an IP modifier of 3. In my next game for every stat point above 6 the characters will have to spend an hour a week doing something to maintain the stat. For IQ they will have to do some sort of intelligence exercise.
 
Sardukhar

Sardukhar

Moderator
#3
Dec 3, 2013
Yes. We rarely see this in play, as PCs are generally too busy to hit the gym, but there have been extended contracts with corps that allowed for training time.

Conveniently, stats and skills follow the same range, so you can use the rules and apply IP mutlipliers to taste - x2 or x3 typically.
 
wisdom000

wisdom000

Forum veteran
#4
Dec 4, 2013
I would tell you where you could find suitable rules, but people complain i talk about it too much...
 
Sardukhar

Sardukhar

Moderator
#5
Dec 4, 2013
NOT here:

http://datafortress2020.oliwy.net/

No. Not there at all. Anywhere.

Also not including a great Night City map, with combat zone supplement. A vehicle/life on the road supplement. An adaptation for Masamune Shirow's Appleseed and Ghost in the Shell so you can play out those stories using Cyberpunk 2020.

Not including so much it hurts.
 
chriswebb2020.736

chriswebb2020.736

Forum veteran
#6
Dec 4, 2013
We used to allow stat points to be 'moved' over time. Basically, you could swap stat points around on a 1 for 1 basis over extended periods of in-game time.

Other than that, implants and gene therapy.
 
D

Don_Carnage

Rookie
#7
Dec 5, 2013
I never allowed IP to raise stats, just skills. (Fitness and Bodybuilding skill in IU does raise stats, though).
If they want stats they needed to cyber up or get some body-sculpting done.
 
Nomad_Xenon

Nomad_Xenon

Senior user
#8
Dec 5, 2013
I prefer to manage stat rise only with cyber. To me it seems more in accordance with the setting and the society of the dark future. Why spend your time and effort in a gym if you could just get cybered-up and obtain better results in less time, hey, it would only cost you a few euro and your humanity!:cool:
 
Sardukhar

Sardukhar

Moderator
#9
Dec 5, 2013
Well, part of the reason why has to do with two things: min maxed characters and stat+ skill totals.

In other words, people are reluctant to spend points in a stat that's not as important as Int or Ref, since with good reason, those stat points could save their characters lives. Unlike, say, Attr or MA.

Now, if you tell them they can raise them later as their characters grow into their challenges, they become much more likely to make a well-rounded, amusing character who can change and grow in their adventures.

Flip side - you can also lose stat points, remember?

Swapping points around is a nice compromise, I like that one.

But I'd still allow people to become more perceptive and quick on the uptake, (Int), better runners, (MA) or improve their base hand to eye coordination, ( REF) with practice and experience.

IP multipliers are no small cost, guys. Perhaps those of you who've played have forgotten just how -long- it takes to raise a value from 6 to 7 at even double IP cost. That's 120 Improvement points! That's a lot! In comparison, you could raise 3 skills from 4 to 5 in the same time. And some skills in the Martial Arts skills have x 4 multipliers!
 
C

chombatta

Rookie
#10
Dec 6, 2013
If characters spend time training, I'd let them improve their physical stats. If they stop training, they will drop down to normal gradually during twenty weeks. How long time it will take to get the stats up would depent on their athletics skill, possible personal trainer, and of course, drugs with nasty side effects (that's cyberpunk).

I don't let them improve cool, but experience will reduce the difficulty in specific situations they have rolled a number of successes earlier (mostly different types of cool rolls during firefights).
 
C

crosswire

Rookie
#11
Jan 23, 2014
A lack of an option to raise stats always bugged me. The 'stats' I had as a 16 year old are far different than those I have now. Not only have my physical stats improved (though exercise, healthy eating and the like), but so have other stats. I used to be majorly introverted, not really getting or relating to people at all well (ie empathy). I am much better at it nowadays, and that is through training myself to be that way.

I allow stat increases in the games I run, but at a x3 multiplier. Which makes it a slow and expensive process.
 
blank_redge

blank_redge

Rookie
#12
Jan 23, 2014
Nice. I also like the line of reasoning. =)
 
K

kyberpunkki

Rookie
#13
Feb 5, 2014
Not a bad idea there!
 
Suhiira

Suhiira

Forum veteran
#14
Feb 13, 2014
guidokpd said:
We allow IP to be used to increase stats up to 10. Stats have an IP modifier of 3. In my next game for every stat point above 6 the characters will have to spend an hour a week doing something to maintain the stat. For IQ they will have to do some sort of intelligence exercise.
Click to expand...
I've been running the same RPG for over 20 years (not Cyberpunk) and I took this a step further.
The system uses percentage based skills (with a max of 100+Skill Base) and I make the character devote 1 minute per day per point between 76-85, 2 per between 86-95, 3 per 96-105, 4 per 106-115, and 5 per over 116. So if their skill was 100 that'd be 45 min a day. I leave it up to them to create a weekly schedule that meets that minimum.
This means you can't max every skill simply because there isn't enough time in the day to do so.
My players seem to accept/like that as an explanation of why they can't be great at everything.
 
Sardukhar

Sardukhar

Moderator
#15
Feb 13, 2014
suhiir said:
I've been running the same RPG for over 20 years (not Cyberpunk) and I took this a step further.
The system uses percentage based skills (with a max of 100+Skill Base) and I make the character devote 1 minute per day per point between 76-85, 2 per between 86-95, 3 per 96-105, 4 per 106-115, and 5 per over 116. So if their skill was 100 that'd be 45 min a day. I leave it up to them to create a weekly schedule that meets that minimum.
Click to expand...
Jesus, Sue, ( Can I call you Sue? Great). That's some hefty book-keeping.

Lessee....100+ Skill base, running for 20 years. 1993 or so. Hmm. HMM. Rolemaster? Traveller? Call of Cthulhu?
 
G

guidokpd

Rookie
#16
Feb 13, 2014
suhiir said:
I've been running the same RPG for over 20 years (not Cyberpunk) and I took this a step further.
The system uses percentage based skills (with a max of 100+Skill Base) and I make the character devote 1 minute per day per point between 76-85, 2 per between 86-95, 3 per 96-105, 4 per 106-115, and 5 per over 116. So if their skill was 100 that'd be 45 min a day. I leave it up to them to create a weekly schedule that meets that minimum.
This means you can't max every skill simply because there isn't enough time in the day to do so.
My players seem to accept/like that as an explanation of why they can't be great at everything.
Click to expand...
Very nice!

Keeping them from maxing every skill is one of my goals. Every game one of the players trys to put 10 in combat sense. Doesn't care that his other package skills suffer and that makes him a legendary solo without the skills to match. These days I just put a hard limit on starting skills. My character has been doing skill maintenance. One of the other players asked how much IP I get for doing that and without asking the GM I said none. It is just to maintain my skills. Laying the foundation for future games.

Another is to try and get the players to think of the characters as real people.
 
Suhiira

Suhiira

Forum veteran
#17
Feb 14, 2014
Sardukhar said:
Jesus, Sue, ( Can I call you Sue? Great). That's some hefty book-keeping.

Lessee....100+ Skill base, running for 20 years. 1993 or so. Hmm. HMM. Rolemaster? Traveller? Call of Cthulhu?
Click to expand...
Actually a modified version of HarnMaster.
And the bookkeeping isn't all that bad since my custom character sheets have all the appropriate spaces to fill on them.
Needless to say most folks leave most of their skills at 75 (when and if they get that high) and only have 10 or so they have to
track.

guidokpd said:
Another is to try and get the players to think of the characters as real people.
Click to expand...
That's exactly what I shoot for.
 
Last edited: Feb 14, 2014
Sardukhar

Sardukhar

Moderator
#18
Feb 15, 2014
suhiir said:
Actually a modified version of HarnMaster.
And the bookkeeping isn't all that bad since my custom character sheets have all the appropriate spaces to fill on them.
Needless to say most folks leave most of their skills at 75 (when and if they get that high) and only have 10 or so they have to
track.
Click to expand...
Yeah, I agonized over something similar for skills in SLA Industries. You want it to be accurate-ish, in terms of representing the difficulties of raising stats, but tempting, only not onerous in a book keeping sense.

CRPGs make some things easier. Still not as good as PnP, though.
 
Suhiira

Suhiira

Forum veteran
#19
Feb 15, 2014
Sardukhar said:
CRPGs make some things easier. Still not as good as PnP, though.
Click to expand...
It's still gonna be a long time before computers can interact with people the way real people can.

I find the HarnMaster (with a few tweaks) to be a very nice system.
It "rewards" the classic D&D Banzai tactics appropriately as it's every bit as lethal as Cyberpunk.
Most folks choose NOT to wear platemail as they want some battlefield mobility.
And while anyone can pick up and more-or-less use any weapon people tend to pick one (or sword and board) and actually get good at it.
 
Sardukhar

Sardukhar

Moderator
#20
Feb 15, 2014
suhiir said:
It "rewards" the classic D&D Banzai tactics appropriately as it's every bit as lethal as Cyberpunk.
Most folks choose NOT to wear platemail as they want some battlefield mobility.
And while anyone can pick up and more-or-less use any weapon people tend to pick one (or sword and board) and actually get good at it.
Click to expand...
Nice, nice. I've never played it. So you can die from a knife stab from a newbie, even at advanced levels, fairly reasonably? Do they have blood loss, death saves, etc?

I guess stat improvement is pretty irrelevant if they are just used as a base for skills. How do you find that contrasts with CP2020's same stats as base for many skills? Do HarnMaster players still have a wide variety of things they are so so at?
 
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