From: wilder@mik.uky.edu (jeff wilder)
Subject: Re: Cyberpunk 2.0.2.0.
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Fri, 31 Jul 1992 15:42:44 GMT

In <Les_Jenkins.03h5@lppl.mi.org> Les_Jenkins@lppl.mi.org (Les Jenkins) writes:

|1) First and Foremost: How does the Dodge/Escape skill work in regards to
|dodging a melee attack? Under the skill it says to add the skill level to
|your defensive roll, but under the melee combat rules it says that dodging
|only subtracts 2 from the attacker's to-hit roll. Which is correct? Or are
|they both correct? (i.e. You add the value to your defensive roll AND
|subtract 2 from the attackers to-hit roll) Is the minus 2 only used for
|folks without Dodge skill or can't those folks dodge? On a related note,
|why can't the -2 be applied to ranged attacks as well? Can hand grenades be
|dodged? In Corpbook 1 under the description for the Arasaka Combat 10 they
|state a pheonominal (I assume near impossible) dodge roll will allow
|characters to avoid being hit by the machine gun on the Combat 10. Could
|the same be said for all Area of Effect weapons?

I'd add the value to your defensive roll.  I rule that area effect attacks
can't be dodged, but I don't think I've ever see explicit rules for it.

On a related subject, I increase all hit-target numbers by the target's
reflexes.  It is *entirely* too easy to score a hit in Cyberpunk 2020.  I
also increased firearms damage by factors of 1.5-2, and use layering armor
rules.  Note that my campaign is fairly lethal, however, even though I dis-
courage weapons heavier than pistols, due to legality, et cetera, so your
mileage may vary wildly. 

|2) Looking through the rule book I saw no table for computing falling
|damage. Currently I am ruling it as 1d6 for every 10 feet with armor
|non-effective after the first 10 feet. Any suggestions for a better method?

I like the 1d6/10'.  You might want to make 6s open-ended, however.  Just
reroll dice with 6s and add.  It is possible, even fairly common, to be
maimed and/or killed by short falls. 

|3) The swimming skill is woefully unclear beyond it being needed in order
|to be able to swim. What other actions would require a swimming skill check
|to accomplish?

Diving in deep water without a suit.  Fighting underwater.  Lotsa stuff.  I
disagree that Swimming skill is absolutely necessary, BTW.  See below.
 
|4) In regards to skills in general, if a character does not have a skill,
|can he still attempt to do it? In some cases the rules state when a skill
|MUST be had in order to be used at all (such as swimming), but what about
|the others?

I rule that in ALL cases, a skill can be attempted with nothing more than
raw talent (i.e. stats), and Luck, of course.  Chances are the character
will fail any reasonable difficult test, but it's not IMPOSSIBLE.
 
|5) This is really a silly quibble, but how much do clips and speed-loaders
|for revolvers cost or are they considered part of the purchase when buying
|ammo?

Good question.  I've never paid for them, but that's just cause they aren't
listed.  But as any gun nut can tell you, clips nowadays are *expensive*.
$20-$30 for an average 9mm clip.  On the other hand, in 2020 it's entirely
possible that clips are *disposable*.  I wouldn't be picky about such trivial
things, and assume they're included in the cost of the ammo.

|6) What is considered soft armor and what is considered hard? I was ruling
|it as anything up to SP18 was soft as nothing up until 18 has an EV. Yet
|Med. Armor Jacket (SP18), Flack Vest and Flack Pants (SP20) are all listed
|as halved by edged weapons indicating soft armor.

No clue.

|7) Please clarify the ruling on layering armor. The text implies that it is
|not allowed, but does not specifically say as such. Some examples of armor
|layering have shown up in NPCs as well. Sad as the case may be, my players
|are paranoid powergamers and insist on layering up to 4 layers of soft
|armor with EVs of 0. For example: Our Solo has a skin weave (SP12), armored
|cotten T-Shirt (SP10) from the Gibson Battlegear in Chromebook 1, Acid
|Washed Jeans (SP16), reinforced Denim Jacket (SP14) AND an armored Top Coat
|(SP16) over the Denim Jacket. His torso is therefor 16/14/10/12 all at EV
|+0. This is in comparason to most of your NPCs in your suppliments who have
|one, maybe two bits of armor. Most commonly being Med. Armor Jackets (SP18
|Torso and Arms) and maybe an Armored T-Shirt. Sometimes some leather jeans
|(whopping SP4 for legs). What exactly is the ruling in regards to this?

Cyberpunks biggest problem, and the solution (at least for me) is two-fold.

First:  Emphasize legality.  There's a great article on this in Interface#4.
Cops assume that people who wear obvious armor are *looking* for (maybe even 
on their way toward) SERIOUS trouble.  They proceed accordingly, and *intel-
ligently*.  This works well for toning down the firepower of 'Punks, too, if
you want a more Gibsonesque atmosphere, like I do.

Second:  I use (admittedly somewhat arbitrary, and based not at all on real-
ism) armor layering rules.  They are very simple.  The first layer of armor
(including skinweave) is at full value.  The next layer is at 1/2 value.  The
third at 1/3 value, the fourth at 1/4, and so on. 

So, the munchkin in your example would end up with: 12(skinweave)+5(T-shirt)
+4(jacket(round *down*))+4(top coat)=25 total SPs, still ridiculous, but no-
where near as invulnerable as the 52 SP he has now.  *AND* he's obviously
(to a trained cop's eye, at the least) VERY heavily armored, and will have
to deal with that, too.  I think if you try this, your players will revert
to reason very quickly. 

|8) In the Chromebook under Gibson Battlegear it mentions that the armored
|jeans, T-shirt, and jacket are combined with pieces of Metal Gear armor
|"where it's needed most" SP25, prices vary. What are the prices for
|individual pieces of Metal Gear armor? All my players want Metal Gear
|helmets because they feel it's too easy to shoot people in the head.

No clue as to prices, but your players are right about head-shots being too
easy.  See my suggestion above for increasing shot difficulty, but be aware
that it WILL change your game.  In my opinion for the better, but no guar-
antees, of course.  For example, assuming shooter and target both at REF 10
(and I honestly think I might have the only solo in the world with a natural
REF of less than 10 :-), the equation would be 10(REF)+6(Decent Handguns)-
10(Target REF)+1d10=9 or 10 to score a hit at close range.  If you've gotten
used to 2020's skewed hit probabilities, that might not seem like a high
chance, but it's actually semi-realistic (I said "semi-," dammit! :-), and
when combined with the increased lethality of my weapons, it works very well.
BTW, with the modifier for head shots, the same player needs a 10+3.  He's
got a better chance randomly, unless he spends some time aiming.

|9) Under the Cyberarm/Legs section reinforced joints, artificial shoulder
|mounts, MW/EMP Shielding, and coverings/armor are listed as options that
|take up one option space within the arm. Why is that? Currently I am ruling
|that they, along with the quick change mounts, do not use up one option
|space seeing as only 4 options are allowed per arm and only three per leg.
|Anything else doesn't make much sense.

No clue.  Don't like cyberlimbs.

|10) How does one buy EMP Shielding for cybernetics other than Arm/Legs?

I dunno.  Don't have my book here.

|11) Under healing it states that nano surgeons and enhanced antibodies cost
|1500 EB per treatment. How long does one treatment last? If it's one per
|day then isn't it cheaper to buy the nano surgeons and EAB's as bioware for
|a total of $9000? Thats assuming that the bioware options are permanent
|which is what I assumed. Also Speed Healing drugs are listed as costing
|$1650 EB per treatment. Again, how long does a treatment last?

Good questions.

|12) Do the Kreiznakov and Speedware Reflex boosters add their bonuses to
|ALL REF skills? Or only to Initiative and calculating too-hit mods for
|moving targets? The text says initiative, but other REF boosters add to REF
|for all skills.

I play ONLY to initiative, since I've changed the to-hit rules.  Mike
Pondsmith also says they don't count toward REF-based skills, if you care. 

|13) What happens when a Martial Artist uses a Spiked Heel (Cyberfoot) while
|doing MA attacks? Does the listed damage get added to the MA attack? If
|not, which damage listing takes precedence?

Sure, why not?

|14) What ARE the to-hit mods for firing a hand held weapon while riding in
|a moving vehicle? 

Officially?  No idea.  My ruling? -1/10kph.
 
|I have plenty more, but that should be enough to start. I appreciate any
|suggestions anyone has to offer...

Cyberpunk's a great game, but it sure has some holes, don't it?

--
================================================================================
| Jeff W   uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they  |
| Wilder   & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck. |
================================================================================
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