Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Yeah. About that. Alas, poor Sorcerer. The base class didn't get shit. Just a few more things they can do with Sorcery points, which does nothing to fix their actual problems of too few spells and no ritual casting. Well, they can spend a Sorcery point to reroll an ability check, which I guess gives them pretty solid potential as diplomancers. But... eh.
I'm not so sure I'd put rangers ahead of sorcerers. Previous campaign I took a sorcerer all the way to 20. Early/Mid-level was just fine, but once you reach the higher levels you do tend to feel the pinch of the poor spell selection. I didn't even take any level 8 spells because there was lower level stuff that was superior. But I think one of the things that made up for it were tactical advantages it could offer over other classes. Being able to twin haste, using subtle spell to get around enemies that could counterspell, and even just quickening a firebolt were all pretty handy tricks to have. Granted, I probably won't go sorcerer again but if I did, I'd do Divine Soul instead of the UA Pyromancer just for the expanded spell list.

Ranger, on the other hand, seems to peak even lower and after you get that second attack it's all downhill afterwards. They really need a third attack at level 11 like fighters get and a capstone that's actually worth something.
 
I'm not so sure I'd put rangers ahead of sorcerers. Previous campaign I took a sorcerer all the way to 20. Early/Mid-level was just fine, but once you reach the higher levels you do tend to feel the pinch of the poor spell selection. I didn't even take any level 8 spells because there was lower level stuff that was superior. But I think one of the things that made up for it were tactical advantages it could offer over other classes. Being able to twin haste, using subtle spell to get around enemies that could counterspell, and even just quickening a firebolt were all pretty handy tricks to have. Granted, I probably won't go sorcerer again but if I did, I'd do Divine Soul instead of the UA Pyromancer just for the expanded spell list.

Ranger, on the other hand, seems to peak even lower and after you get that second attack it's all downhill afterwards. They really need a third attack at level 11 like fighters get and a capstone that's actually worth something.
PHB Ranger, yeah, I absolutely agree. I think the changes in Tasha's make Rangers JUST edge out Sorcerers, insofar as Rangers got a few small upgrades and Sorcerers got basically nothing. They're both still pretty bad though.

I remain convinced the reason they wouldn't just give us Revised Ranger with a few small tweaks (no advantage on initiative, etc) is because people liked it too much and it hurt Mike Mearls' ego.
 
So I'm reading through the Cauldron myself, and a few things caught my attention when looking at the Patrons section.
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There's probably more, but this is just what I saw while looking at the patrons, because I was contemplating making a campaign with the party backed by a royalist resistance army.
 
So I'm reading through the Cauldron myself, and a few things caught my attention when looking at the Patrons section.
There's probably more, but this is just what I saw while looking at the patrons, because I was contemplating making a campaign with the party backed by a royalist resistance army.
Reading this, there are mechanical bits I like (I already told you about the fathomless warlock I made), there are bits that are meh (did wizards really need another subclass?), and there are bits that are trash (the racial stuff, the sorcerer neglect, the social contract stuff, and the change from love cleric to peace cleric come to mind)
 
Now the elephant in the room. The racial changes. Hot take... they're mostly not that bad. Let's start with the bad: Custom Lineage, AKA Build-A-Snowflake. It gets a free feat and then some. The other details are frankly unimportant. Free feat means that humans are now officially obsolete. An interesting parallel.

But other than that, it's fine. The way racial stat bonuses work in 5E has always annoyed me, forcing players to pigeonhole certain race/class combos just to avoid gimping themselves. It restricts player creative freedom for little to no mechanical/balance benefit. The stat bonuses are now floating, meaning you don't have to feel bad about making a Dragonborn Monk if you really want to. You can also swap out certain proficiencies like tool and languages, which is whatever. Other race bonuses like the Dragonborn breath, the free Elf cantrip, those are unchanged. That means races are now more like backgrounds, providing a few small bonuses rather than deciding the entire path of your character. Which is frankly how it always fucking should've been. Granted, I would've felt better about it if they hadn't tried to smuggle it in under cover of wokeness, but I'll take it.
If they keep some racial feats exclusive to distinguish between, say, dwarves and elves, that's certainly nice at least crunchwise. As I said earlier, it really depends on how the fluff developes from here on out. Should all races drift towards some form of "do whatever, be whatever, doesn't matter", that'd be boring.

1. Marketing- people in the US have a deeply culturally-ingrained aversion to that sort of language, especially in certain areas of the US and in certain ethnic groups (yes, Orcs are not supposed to be a stand-in for any actual ethnic group, but I'm not going to act like that doesn't mean that, say, a Native American has no right to feel mildly uncomfortable about Orcs being described as barely-sentient savages that do nothing but kill, rape, and bellow and should be disposed for the sake of the more civilized races when nearly the exact same sort of language was used to characterize their nation 150 years ago shortly before they were pushed to the brink of total genocide). WOTC wants to sell to a big, broad audience, so they're going to get rid of the language that might alienate people regardless of its intentions. The intentions don't matter- the fact that they push people away is the problem.
I find all of this to be quite a stretch.
You suggest here that every person (well, at least most) in the USA will read the description of green people in a monster manual and revolt at the supposedly terrible choice of words. That is dubious at best. I assume the vast majority of people, Tabletop-players or otherwise, will read this and just go "Huh, sounds like these Orc-things are nasty" and that's about it. It's the description of a fictious race of bad guys, not Mein Kampf declaring the eternal jew to be the blight of mankind.
The next thing: While a Native American can feel "mildly uncomfortable" reading this stuff, that doesn't mean I have to drop everything and change it to his comfort. He isn't meant in that description. It has nothing to do with him or his ancestors. Why should his feelings be such a big deal here to anyone? Imagine I told you this description made me uncomfortable, cause it reminds me of the germanophobe rhetoric of the WWI and WWII era, you'd laugh in my face and tell me to fuck off - and you'd be right to do so. Basing everything off the opinions and feelings of thin-skinned people is a terrible idea. Even more so, when they get emotional over something that has abso-fucking-lutely nothing to do with them whatsoever.
This seems literally like the "Nazis ate bread, therefore we need to ban bread!" rhetoric, only in a fancy new dress about semantics.

Yeah, WOTC might do this to appeal to a bigger market, never denied that, but they do so for terrible reasons.

2. Well, that comes down to aesthetic preferences- personally, I find always-evil mortal races to be incredibly boring. [...]
The thing about evil is that each person has to choose evil personally- that's a key part of the Christian morality that implicitly forms the root of D&D's morality system. This idea is why one of Tolkien's biggest regrets in writing LOTR (if you don't believe me, read his letters yourself!) was that he didn't indicate that Orcs had the potential to be good inside of them. If someone has the potential for good, but chooses evil anyways, they have the potential for complex and dynamic portrayal- if something just is evil, if doing evil is something no more in their power to choose as a wolf has the power to choose not to savage a man- then they really can't be any more complex than a wolf. If you just want a very simple moral dichotomy, I can see the appeal, but you're talking about how intriguing always-evil Orcs are, and I can't get that.
Fantasy as a setting has a very strong theme of good vs. evil. It goes without saying that you will have a conflict of good and evil gods and their respective divine/demonic servants. So having a (mortal) race of evil beings does fit the genre. Of course I have no problem with individual Orcs or very small groups of them breaking the mold by not being evil. There's a saying in Germany, loosely translating to "The exception proves the rule". It is a very big difference between the two statments: "Orcs have the potential for good" and "some Orcs have the potential for good".
What I dislike, though, is turning Orcs into green humans and that is what I think is going to happen in the future. The majority of Orcs will most likely become neutral, there will be some good and some bad ones and... well. Yeah. How do these guys then differ from humans? Upkeep costs for toothpaste, I presume. Add to that the highly likely broohaha about "misunderstood naturalistic culture of honorable warriors" and you know what I expect. I'm not even a big fan of DnD or a longtime player, but I wonder how they will retcon Gruumsh in the future if this happens.

Also, I don't see why I should care about arbitrary aspects such as christian moral ideas that supposedly act as foundation for DnD (a system that literally states, "Orcs are created evil by their deity. Deal with it.") and such intricacies as their portrayal. Yes, some Orc barbarian that kills a person cause he is (literally created) evil is similar to a wolf killing a person. Why is this a problem? DnD isn't some deep philosophical analysis about the woes of sentient beings and their eternal struggle against their nature and the cruel fates that force their hand to become murderers out of desperation . . . it's a game about throwing dice and killing baddies. That is not to say that trying to aim higher is a bad thing - to the contrary, I just don't see your point here at all. Or do you really want to tell me that after slaying some random foe in the forest, your group sits down and talks about all the moral implications, like it was a literature club arguing over Dostoevsky?

I never said that "always-evil Orcs" are intriguing to me, I said Tolkien's classic Orcs are. In his work, the origin of Orcs is mysterious, but there is one theory that Morgoth took elves and turned them into Orcs. This very dark theme of a noble race, such as elves, being tormented, twisted and tortured until they turn into something as grotesque as Orcs is interesting lore to me (even the fact that it's vague and not verified adds to it). Doesn't this create a somewhat morbid curiosity of how this was done? Doesn't this inspire pity for this forsaken race? Doesn't this create fear to end up in the same way if evil prevails? Especially in LOTR's last chapters, you see the influence of evil on a regularly good-natured race such as the Hobbits. Suddenly, petty assholes prowl the streets, tear down houses, hack down trees, and ruin everything they can, just cause Saruman is salty he got his shit kicked in by a bunch of trees with tantrum issues.
I don't really care if Orcs are evil by culture or by nature, what is more important to me is not changing the status quo of making the majority of Orcs suddenly anything but evil, warlike and savage. Better than "Human: Green Edition". Variety is the spice of life, after all. Have some good races, some bad ones, some neutral ones, but don't water down anything into featureless slop.

I also think you're setting up this false dichotomy here, where the only options are having Orcs be a very one-dimensional "they only think of raiding and raping and nothing else" view or you don't have them be evil at all, when you can have Orcs still have a culture built around bloodshed and brutality without the theoretical Orc raised from infancy by monks in the Church of the Christ-Analogue just randomly murderraping everyone in the monastery once they reach maturity because always-evil.
Two issues with this:
1) As I said: I am not in favor of "always-evil Orcs" that turn on their Badguy-Autopilot once puberty hits. I am talking in general terms about a majorly evil Orc race, whether that's due to culture or their nature isn't so much a concern for me.
2) You call it a false dichotomy that just cause Orcs stop to be "always-evil" doesn't mean they can't have an evil culture. This kind of loses focus of what we were originally talking about. I mean, you went into great lengths to explain to me in your first point of that very post, why changing the Orcs is a must for WOTC and there are no bad intentions, they just need to replace the bad image of Goebbels-speak from their product, cause it makes Indians weep. Now you tell me that we can still have evil Orcs even if they are not bad by nature, but rather by culture . . . do you see the problem with this?
If WOTC changes Orcs, so their description is free of the supposedly racist stuff, then that means they are no longer evil in general. So yeah, it's not a false dichotomy, it is the logical conclusion of this progress. It is the very goal of this progress.

I've never heard of this, and I probably have a lot more non-fleeting interaction with people that'd be labeled "Radical Leftist" or "SJW" than most people on this site. I suspect it's happened, but it probably isn't meriting the word "overflowing" by a country mile.
Well, a few pages ago, we talked about how Matt Mercer had to drop out of an RPG stream and flagellate himself in public cause he dared playing an asian character (that he didn't even make himself).
I assume that at least some of the people feeding the shitstorm were actually DnD players and that's the kind of person that I expect to blow a fuse over someone going "I don't like elves".
 
Two issues with this:
1) As I said: I am not in favor of "always-evil Orcs" that turn on their Badguy-Autopilot once puberty hits. I am talking in general terms about a majorly evil Orc race, whether that's due to culture or their nature isn't so much a concern for me.
2) You call it a false dichotomy that just cause Orcs stop to be "always-evil" doesn't mean they can't have an evil culture. This kind of loses focus of what we were originally talking about. I mean, you went into great lengths to explain to me in your first point of that very post, why changing the Orcs is a must for WOTC and there are no bad intentions, they just need to replace the bad image of Goebbels-speak from their product, cause it makes Indians weep. Now you tell me that we can still have evil Orcs even if they are not bad by nature, but rather by culture . . . do you see the problem with this?
If WOTC changes Orcs, so their description is free of the supposedly racist stuff, then that means they are no longer evil in general. So yeah, it's not a false dichotomy, it is the logical conclusion of this progress. It is the very goal of this progress.


Well, a few pages ago, we talked about how Matt Mercer had to drop out of an RPG stream and flagellate himself in public cause he dared playing an asian character (that he didn't even make himself).
I assume that at least some of the people feeding the shitstorm were actually DnD players and that's the kind of person that I expect to blow a fuse over someone going "I don't like elves".
1. I don't think we disagree as much as you seem to think we do. I'm not saying WOTC's reasoning is right, I'm trying to explain why their team might think what they think and do what they do. Having good theory of mind helps in a lot of places.
2. I disagree that there is no way to change orcs so their description is free of the supposedly-racist stuff without making them green humans. I do agree that WOTC will probably make them green humans because that is the path of least resistance.
3. Most of the stuff I wrote about Orcs is an aesthetic preference. Since you're German, let me clarify- I'm saying that I like the stuff I talked about, but I don't think liking something else means you are a bad person at all.
4. As a GM, I like to try and give narrative structure and context to the games I run, and my groups tend to enjoy this- once again, this is an aesthetic preference. If your group likes very story-light crunchy dungeon crawling, that's your group. Having a grasp of structure and theme, including the ideas that underlie a setting and how they emerged, allows me to make stories better.
5. I think this is a language-barrier issue for you or a miscommunication on my behalf. When I was talking about "always-evil" Orcs or "inherently evil" Orcs, I was referring to the idea that there is some kind of "evil gene" in Orcs that makes them never able to be good, no matter what, and that, essentially, every Orc must have the same personality or rest within a very limited set of personalities, or else don't have personalities at all and are basically some kind of complex flesh golem that exists to do evil. I think that limiting any race in such a way doesn't allow GMs to do very many interesting things with them beyond whatever is listed on the box as "their thing". Since you've clarified that isn't your position, I don't really have a problem with how you see it. Likewise, "Orcs have the potential to be good" and "some Orcs have the potential to be good" have so little real differences in meaning in vernacular English that your quibble over the missing word comes off as pedantic.
6. Matt Mercer is an e-celebrity that moves in a circle I would call the "Bay Area Bubble" (I know he lives somewhere in Austin, but parts of Austin, like parts of New York, are spiritually, if not contiguously, part of the Bay Area)- I don't know if there is a similar area in your home country of Germany, because I haven't spent much time there, but the Bay Area of San Francisco (along with small enclaves of similar nature in a few other cities) may as well be on a different planet from the rest of America. As I'm certain you know, America is extremely big and has a lot of regionalism, so you will see extremely diverse subcultures all over.
I suppose the fact that our country is almost four times the size of yours by population also has a lot to do with it- an amount of people that seems massive to you doesn't seem that large to us.
 
I actually had an issue when I was playing an Elf that was a bit too Elf supremacist. One of the players took great exception to their half-elf prima-donna bard being called a "mutt".
 
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Okay, I gave the player sections more of a read. I have nothing to say about the DM sections (other than magic items) because I'm not a DM.

I've looked at the race features more in depth, and for the most part, I maintain my earlier stance. I don't especially care about the lore changes one way or the other. They may be bad, I haven't really looked. But aside from custom races being broken, the mechanical changes are honestly fine. Or at least, not worthy of the level of pants-shitting tard rage people seem to think. Stat bonuses are now floating, skills and proficiencies can be traded (with some limitations) for other skills and proficiencies. That's it. That's all that's been changed. Now, this DOES favor races with high stat bonuses, such as the Half-Elf at +2/+1/+1 (fuuuuuuuuu-) or the Mountain Dwarf at +2/+2 (MOTHERFUUUUUUUUUUUUUU-), but those were broken already. The problem isn't the new rules, it's the fact that those races have too many stat bonuses to begin with, and that's a PHB problem.

Some of the magic items are pretty cool, although obviously most of them won't come up in the course of a normal game. But there are some unusual and interesting things, including magical tattoos.

Nothing in the new spells really jumped out at me. The ones that are interesting aren't new (Booming Blade, etc, already in SCAG). There are a bunch of summons. They're neat, but I didn't see anything here on the level of, say, Sickening Radiance.

After reading through them in moderate detail, I would say that a good majority of the new subclasses are, if not outstanding, at least interesting. There are some exceptions. Paladins REALLY got dicked hard here, with only two subclasses and neither of them good. But by and large, I think they're solid. The new Artificer subclass based around magi-tek style armor is fucking SICK. For all the shit talking about combat wheelchairs, this is how you do it right. Fighter's Rune Knight is also legit. Shout out to the Druid as well, for giving you something to do with your shapeshift charges when you aren't Circle of Moon. There are a lot of abilities tied to proficiency bonus now rather than stats (for example, the number of charges that Psions get). This is an interesting change. I'm not yet sure if it's good or not.

About Psions. They're actually nothing earth shattering. They're just subclasses for Fighter (Psi Warrior) and Rogue (Soul Knife, and also holy shit Rogue finally got good subclasses). They're more of a subclass theme than a major new mechanic. They use dice pools to fuel special abilities, but those abilities don't share much in common between the classes. I'd compare them to something like the Battle Master. They're strong, but not game breaking. Also I guess one of the new Sorcerer subclasses is nominally Psonic, but it doesn't work anything like the other two.

Sorcerers, yeah. Still shitty. After reading the subclasses, they're... I mean, the subclasses aren't BAD, but they're not enough to redeem the class. That said, there's a new item called the Bloodwell Vial that can give you up to 5 extra Sorcery points per long rest. So that's something, question mark?

My beloved Warlock... is a mixed bag. No new magic items compared to the other arcanists, and the new boon totally blows. On the other hand, Tome got some SIGNIFICANT buffs in the form of excellent new invocations, and Chain got a few toys as well. Nothing for Blade, oddly enough. And I mean literally nothing. One of the new patrons (Fathomless) is pretty cool, the other (Genie) seems rather forgettable.

Somehow, while only getting one new subclass (Bladesinger isn't new), Wizards made out like bandits. One of the nice quality of life features is the ability to replace Cantrips. Most classes can replace one per ASI. Artificer can do one per level (which makes sense for the class). Wizards do not have the ability to replace a Cantrip on any sort of level up. Oh, but they CAN replace them. So what do Wizards get? Already quite possibly the most powerful class in the game, do they get the same limitations as everyone else? HAHAHA FUCK NO, Wizards can replace a Cantrip EVERY LONG REST (starting at level 3). Oh, and about half the new magic items are Wizard exclusive magic tomes that give them even more spells, because fuck you for wanting to play literally anything else. I cannot comprehend the hardon that Wizards (the company) has for Wizards (the class). Did Monte Cook manage to sneak back in somehow?

Again, those are just some highlights. There's a lot here I didn't cover, and despite the complaints it's worth checking out.
 
The title is a bit of a giveaway. 'Tasha' was the alias used by the Greyhawk villainess Iggwilv -- she was at one time consort to the demon lord Graz'zt, and the mother of the demigod Iuz (a Greyhawk deity of tyranny, chaos, and evil).

According to WotC, for some reason they were trying to give her good PR. Why, I have no idea. She's not like the Simbul in FR where she's decent but erratic and thinks 'overkill' is a silly term. Iggwilv is not a nice person at all.
 
According to WotC, for some reason they were trying to give her good PR. Why, I have no idea. She's not like the Simbul in FR where she's decent but erratic and thinks 'overkill' is a silly term. Iggwilv is not a nice person at all.
Probably because she's the only powerful female spellcaster in Greyhawk they could think of that wasn't a goddess to begin with. She's got spells named after her, after all.
 
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Probably because she's the only powerful female spellcaster in Greyhawk they could think of that wasn't a goddess to begin with. She's got spells named after her, after all.
Probably the only way people at WotC know of any Greyhawk character these days. They butchered the setting over the past decade. Luckily they can't touch Blackmoor, at least I think they can't. I don't think Dave sold that setting to WotC and Goodman Games never sold it to them.
 
As a reminder, I'm not super familiar with Cyberpunk lore. Ask someone who knows what they're talking about to see what changed.

It starts off with a history section that looks like it was ripped from the old book. I know because people kept showing the opening paragraph to tell everyone how BASED cyberpunk is. All the cities are terrible, walled off rich spaces with homeless everywhere. The Gang of Four destroyed gibs programs but still put money into the military industrial complex for fun and profit. They got exposed but ruined the federal government so everyone just kinda left it to do their own thing.

Global warming ruined small towns and made it impossible to like do farm things. So there was famine and junk. Jobs kept getting shipped overseas so you don't have any industrial work either. There where just so many homeless people they decided to go all Mad Max. It says booster gangers traveled raiding the homeless people but...that just sound really dumb. Since you know. They're poor and homeless. Literally the people who it is least worth it to rob.

And of course there was the plagues -

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A bit far fetched if you asked me, I couldn't imagine something like that happening in real life.

Cybernetics start getting made by the 90s. Just kinda happens. There are a bunch of wars in the middle east, terrorist attack New York, and a bunch of other implausible stuff happens. Technoshock gets reposted from way up when.

There is then a timeline that re-goes over some of that with a list of years. Some things they didn't mention: the soviet union fell then reforms. A bunch of stuff gets invented surprisingly early in the 90s like they just wanted to make sure this stuff existed for a while. The middle east gets nuked. People assume the world is going to end when the clocks turn from 1999 to 2000 (lol like that would happen). Some more wars happen. Colorado Springs gets colony dropped. Europeans take over Space. They go to Mars, get bored and come back.

Into the 2020s when the OG game presumably took place. There was a world wide corporate war between Arasaka and Militech. They break the internet. Some people in space just decide to succeed bombard the planet to get all the fighting to stop. This sounds incredibly dumb and counter intuitive. This only gits a small paragraph so I have no idea what the context is.

Night City gets its own Holocaust when it gets hit by a nuke. Remember the half million. This also seems super dumb and counter intuitive. Also don't know the context.

Now stuff that is almost certainly new: The Time of the Red. Cyberpunk Red is keeping with the old naming scheme, just using "Red" as a time period. Basically WMDS cause a minor nuclear winter and red skies.

The Nomads decide to go all Fallout and start looting/rebuilding old cities. Corps have been weakened by that world wide corporate war and all the WMDs, so local businesses start up again. The US becomes a dictatorship. Nomads start revitalizing the shipping industry, presumably leading to the air pirates we saw earlier. Cities start to make their own internets. There is some obvious tie in to the game with Johnny Silverhand getting Walt Disney's frozen treatment. People start to rebuild on the radioactive ruins of Night City instead of just building somewhere else. I guess it worked for the Japanese. The City Internets get a Wiki system. We end at 2045, the modern era.

A lot of the new lore seems to be made to justify the tech mostly stagnating between editions, why we didn't really see anything new techwise in the last 25 years. It sounds like the power balance has been shifted away from the corpos a bit, so the setting itself doesn't seem to be completely static.

2020 already had negligible costs for plastic surgery, nobody was going to go cyberpsycho from getting glowing hair and a bodysculpt. The thing that never really made sense was that humanity loss was permanent, rather than something that 'healed' as you became acclimated to the new parts. I seem to recall you could pay for insanely expensive therapy to recover some humanity, but don't think there was any other option presented in the books.

What I'm curious about is whether the new timeline includes the carbon plague and all the Cybergeneration stuff, or if that got put right in the memory hole.

We get this:
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So either Cybergenerations happened in two weeks or it didn't happen. I think this is what happened in the 3rd edition.


I kinda thought things ended with the timeline, but I guess it was just in the middle. Eh. Europe is/was Corporate EU. Russia is new Soviet commies. China, wise and environmentally conscious as they are, acted with Korea and Japan to move away from fossil fuels and fight global warming. They made a bunch of algea vats to feed everyone and you'd think they'd share that with everyone else but I guess not. The Middle East is Israel and Glass as god intended.

Africa got its shit together and consolidated into one nation confusing Americans who already assumed it was a single country. They do a bunch of space stuff and "The resulting population evolved into a "national" group called the Highriders; a space-based, high-tech society, linked by Pan-African roots and a determination never to be victims of colonial oppression again.". So Space Wakanda. Colonial cringe.

South America kicked the US out of everything but the panama canal. They also formed one continental organization, again confusing Americans who thought everything was Mexico.

They farm in Alaska now, because of Global Warming, and use grain instead of that incredibly practical algae that got mentioned earlier. Global warming screwed up the weather for America. Kenetic bombardment dust apparently causes global warming instead of nuclear winters. Guess someone should tell the dinosaurs. They came out with AIDS 2: AIDS HARDER. The Carbon Plague is noted to have killed mainly adults, so it didn't get 100% retconned.

It goes back to the Gang of Four history. There was a drug war because GoF decided to destroy drug crops. They use a star wars reference. South America really liked those drugs so they decided to fight America over this. It goes over more stuff it already went over. It notes that the Military refused to fight the succeeding states.

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:thinking:

Anyway Megacorps became a thing. They fought each other. They fought each other on the internet. They blew up the internet. Singapore manages to fight off both Arasaka and MIlitech. They blow up shipping. All the shipping. Seems really dumb and counter productive, but they did it.

We get context for Space Wakanda rocking everything. Barely. Like the corpos just kinda have been using kinetic bombardment satellites, Space Wakanda colonists learned how to make kinetic bombardment satellites "nobody knows how", then they blast the corpo's satellites and just nuke a bunch of things to declare independence. Everyone just kinda gives it to them.

This section is taking longer to get through than I thought. So here is a cyborg schoolgirl to stall for time.

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Leomund's hut lets you get a full rest just about anywhere.
View attachment 1733631
Have intelligent enemies do the fun thing.

See, magic and spells aren't unknown in most D&D settings. Shit, it's practically "Apple Presents Magic Missile" and "Magic Items R Us Store" in some settings.

Have intelligent enemies walk up, see the tracks are missing. Toss dirt around to look for invisible enemies (Like the guard in Incredibles), when they find the dome, well...

The party can watch them gathering branches and wood, tossing them around and on the hut. Sprinkling caltrops into the firewood. Then lighting it on fire and sitting back watching.

Same thing with rope trick.

Fun Fact: Back in 3E days I posted that trick on ENWorld and people lost their fucking minds.
 
After being bombed by space Africans, the internet died from a virus. It Krashed. With a K. Apparently everyone thought it was a good idea to store secure records electronically in an age with super hackers everywhere was not only a great idea but so great paper record are obsolete, people forgot how to use radio, satellite, telephones, snail mail, and every other non-internet resource to organize long distance, and nobody could keep track of economics without computers so the nation just failed in a matter of minutes.

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Yep. Definitely can't do any of those three things without the internet and/or computers. Anyway he made it look like a hentai video and got someone important to download it, so the internet was killed by anime porn. AI and Soulkiller...souls I guess where still able to use the old Internet just because. That Bartmoss guy made digital clones of himself to stalk the internet just in case someone tried using it again.

The non-Singaporean governments finally grow some balls and stomp out corporate warfare and it turns out that was pretty easy they could have just done that the whole time. America was still dealing with corpo fighting thanks to that whole succession thing, until after the Night City Nuke. Then the non-succeeded states stepped in and stopped the corpos. Turns out they weren't actually match for governments even slightly apparently.

Some of the succeeding states decide to make a Confederation, as is tradition. But since its California, Oregon, and other west coast states it isn't that based. They arn't owned by Corpos yet, and kinda hate megacorps.

The streets of Britain are dangerous because of unchecked immigration from foreign nations (I mean America). Soviets are starving as is tradition. Floating cities also made a nation, because that is what nations like to do in this book. They have pirates. Presumably with wooden peg and hook hand cybernetics, but that is merely speculation on my part. There are also underwater cities that somehow manage to survive without surface contact. Space Wakanda lives on the moon and in space.

The game tells us there are three types of AIs. Soulkiller Ghosts, people's personalities who got downloaded by Soulkiller. The second type is accidentally made Rogue AIs that magically form from complex coding. The third type is accidentally made from the dead internet and is also really powerful and also might not exist. I'm pretty sure the first game had deliberately made AI, but they don't really get mentioned here. Netwatch was a thing, and is still a thing but they don't really do anything since the internet is dead. They're working on the Black Wall, which got mentioned in one of the 2077 trailers and is probably a less-blatant tie in.

Corpos are weaker in 2045. So now they have to actually pretend to follow the law and the government might actually stop them if they break it. They have a legally designated scapegoat that sounds like a terrible idea if you actually want to get anyone who deserves punishment punished.

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Something about this picture screams "One of these guys is going to betray Jesus".

Arasaka still exists and now has three factions, one of which is headed by that cyborg schoolgirl from earlier. The bio/oil company Biotechnica is "a good guy". They're fixing the environment as oil companies tend to do. Face is a biochemist who wants to bring back old creatures, but is "practical" so he makes them monsters. It sounds like he's made some dinosaurs. A food corp blatantly bribes people with a Kibble Queen mascot and social credit score program. Militech got nationalized. Network 54 has an isekai show. Sidebar says you can make up local corps, including having your players run one. There is a 223 typo that the editors didn't catch REEEEEEEEEEEEEEEEE. Trauma team got better armor. Local Night City Internet Corp has Local Youtube for up and coming Rockerboys. Elf dude is apparently nonbinary and named UR. I say apparently since it keeps calling him "they", he's a super special snowflake as you'd expect from someone that runs LA's youtube. Russia made a giraffe construction robot and a corp surrounding it.

I'm pretty sure the face system was just introduced so they could have one personality behind each corporation. Its kind of weird that they decided to make it a "law".
 
Its kind of weird that they decided to make it a "law".
Na. It actually does make sense from a legal perspective, since anyone being held accountable for corporate crimes is a major step up, and Faces are more than just scapegoats, but also the ones required to sit down with government officials and explain away the corp's latest fuck-up they got caught doing. An idiot will get slapped in jail and then the corp takes a major (and I do mean major given the setting) fine, but someone smart can talk both them and the corp out of issues, so there's a major incentive to put someone actually competent there.
 
The game has been broken in favor the the players for quiet some time.
Going to 0 HP barely has any consequences; someone just needs to give you 1HP and you're fine and dandy. Everyone regains all hit points just form a long rest.


The race of bird people, Aarakocra get flight at level 1.

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Leomund's hut lets you get a full rest just about anywhere.
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Rangers don't get lost, at all ever and can forage easily.
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Another broken race the Revenant just revives after dying. No idea why anyone wanted this in the game. It sounds like awful homebrew.
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I'm sure anyone else here can find even better examples as to why this game is broken.
Homebrewing it away could work but, at this point you'd need to be very restrictive on the books/races/spells your players have. It's really unfortunate.
Man I remember playing a wizard in a 5e campaign and just saw Leomund's hut on the spell list then picked it up because I loved that spell in 3.5. Then I went to cast it and read the description where no one could get past your force bubble. The DM and I both agreed that was retarded.

For reference, Leomund's Hut used to be a great combat spell. Took a round to case, created an opaque bubble that you could see out of while inside. Anything could pass through it though, so you could give your party a couple rounds of secrecy before the enemy got inside. Worked as a resting spell too, which was its primary purpose, but casting it in combat always made me feel cool.

Now it's just like you said. Spend a 3rd level spell to get a long rest. So fucking boring.
 
Man I remember playing a wizard in a 5e campaign and just saw Leomund's hut on the spell list then picked it up because I loved that spell in 3.5. Then I went to cast it and read the description where no one could get past your force bubble. The DM and I both agreed that was retarded.

For reference, Leomund's Hut used to be a great combat spell. Took a round to case, created an opaque bubble that you could see out of while inside. Anything could pass through it though, so you could give your party a couple rounds of secrecy before the enemy got inside. Worked as a resting spell too, which was its primary purpose, but casting it in combat always made me feel cool.

Now it's just like you said. Spend a 3rd level spell to get a long rest. So fucking boring.
I skipped Tiny Hut in favor of Secure Shelter for a 'resting spell' in my last PF campaign, simply because Secure Shelter is damned hard to winkle a group of adventurers out of.

Sure, 'extreme heat' affects the occupants -- but this is basically a pocket fortification, and it resists fire and damage as if it was stone. It's also impervious to normal missiles. Everything is arcane locked and alarmed, so breaking in is going to require some serious muscle.

I'm so happy Mage's Magnificent Mansion got rewritten in PF to remove the stupid 'illusory food' bullshit from prior editions. That shit was ridiculous for a seventh level spell that required a focus.
 
Na. It actually does make sense from a legal perspective, since anyone being held accountable for corporate crimes is a major step up, and Faces are more than just scapegoats, but also the ones required to sit down with government officials and explain away the corp's latest fuck-up they got caught doing. An idiot will get slapped in jail and then the corp takes a major (and I do mean major given the setting) fine, but someone smart can talk both them and the corp out of issues, so there's a major incentive to put someone actually competent there.

A competent scapegoat is still a scapegoat. Its not like corps only throw incompetent people under the buss to save their own skin. "Designate one person as a whipping boy to take all your punishment" isn't exactly a brilliant legal move when the people have no reason to care about that person. If the fines are a deterrent than fine, but the Face doesn't serve as a deterrent purpose since the other people don't have any reason to keep them out of jail.

Everyone has a gun, because this is AMERICA god damn it. It goes over what is presumably the old history of Night City.

A guy named Night build the city when America was falling apart. He bought some land where Bikers killed/drove everyone away, presumably haunting the city with their ghosts. Its actual name is "Coranado", but everyone thought Night City was cooler so they never use the other one. He designed it "like Disneyland" with different styles of architecture for each neighborhood. Gangsters shoot Night, then someone else renames the city after him and said gangsters finish building it (the giraffe construction company wasn't around yet sadly enough).

Nobody really bothered stopping all the gangsters so they just kinda did their own thing. So the city sucked. The Corporations finally decided having the mobs running the city was a bad idea and shot them all and took over. So now it is slightly less terrible. Presumably if the PCs shoot all the corpos they'll be allowed to rule the city under this tradition. We're then into the times of 2020! There is a list of a bunch of zones, with some suburbs following after. Its mostly a list of places. Flavorful but nothing particularly stands out, "This is a crime ridden area. This is a rich secure area. This is a factory area".

Then the two corporations fought and nuked the city, so things sucked again. A tiny suitcase bomb basically destroyed the entire city because reasons.

New stuff! I think! The President knew that Militech launched the bomb and nationalized them. She blamed Arasaka officially and their unused nuke is left as a plothook. Arasaka gets kicked out of America.

Nomads and some corporations begin rebuilding night city, starting with bringing in shipping containers for people to live in as mentioned in character creation. Cozy! You would think they would find a more stable location that isn't one relatively small explosion away from falling apart completely, but they're Californians.

Now they have seven brand new zones!
HotZone: Fallout style destroyed city.
Rebuilding Urban Center: Where everything is...rebuilding.
Executive Zone: Uber rich gated community
Combat Zone: Basically just the original combat zone.
Overpacked Suberbs: Actually mostly refugee and homeless camps.
Reclaimed Perimeter: Outside the city. But only slightly.
The Open Road: Outside the city less slightly.

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Each area gets a threat rating:
Executive: Very secure
Corporate: Paroled by corporate police, secure
Moderate: Moderately safe.
Combat: Dangerous ghetto
Outskirts: Nobody is here lol

Most of the security is pretty obvious from the map, just note the Hot Zone counts as a Combat Zone. The amusement part from the last trailer is mentioned. Since the Nomads have been making money in shipping they actually have the power to kill all the roaming badguys and do so making it so people can actually use the roads. Still have to wonder why the old shipping companies never bothered to do that.

Government now has several factions including Nomads, Corpos, Edgerunners, and the old government. Each faction takes control over part of the city instead of having a single mayor. They sometimes shoot each other. Cops and hospitals are a thing city wide. The local internet thing is brought up again. There are a couple of non cop security groups. Including FreeLance Police if your solo wants to pretend to be a Lawman.

This just kinda bleeds into a Transport section that tells you Transport:X before everything. I think they wanted to make it a separate section but ran out of time or something. Most of it got screwed up, but you still have things like roads and trains. Nomads are the only real option presented to get to air and space for some reason. With blimps.

Next there is a looooooooooooooooooong list of people. I'll just pick out some of the weirder or more interesting ones.

Hornet: A fixer who made chemical weapons, which should totally make him a different class. Makes it onto this list because of his katana wielding bodyguard.
The Other Doctor Bob: A surgeon who hates poser gangs because John F Kennedy took his arm.
Rex Royale: A fixer who takes protection money and sends Solos to protect areas that pay. Also runs pancake breakfasts.
Father Kevin: An ex-Solo priest who does charity and mediates conflicts.
Fox: Hornet's katana wielding bodyguard. Edgelord who dresses in all black and wears a weeby net mask.

Next there is a less long list of Gangs. Most seem left over from 2020, Some are good, some are bad, some are silly, some are just homeless people. A sidebar notes that some gangs died out, but you can just use them anyway if you want. I don't think any are new ones, but could be wrong.

Next is a list of 43 places. Standouts:
Danger Girl Offices:
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This group was mentioned earlier, but slightly less silly there.

Metalstorm: A "Nearly indestructible bar" where everything is made of metal.

Two separate fire stations: Just in case you where wondering about what happens if you set things on fire I guess?

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Poor kid is going to get soaked by that plate over their head.

Next section is everyday life. It starts with cops. Cops patrol everywhere in the city, corpo cops patrol corpo areas. Then we get another history lesson about defense lawyers being lynched (based). Apparently laws got rewritten follow military law after this, including outside of the non-succeeded American states for reasons. Stealing is mostly punished by the guy you stole from beating you up. Fraud is mostly the same, except corpos will disappear you. Drugs are totally legal. You can bring rape or assault to the cops, but it says most people usually hire someone to kill whoever attacked them. Nomads tie a rope to their gentiles and drag them behind their cars (also based). If two people are shooting at each other everyone just considers it self defense and nobody cares.

No more plea deals or probation. Murder gets you executed in three months. They can adjust your personality to prevent you from committing more crimes. They can whip you with an electronic whip. They have a form of chip-enforced exile where entering the city you're banned from causes intense pain. Low security prison is basically the same as the modern prison system, with maybe more labor. Some people are shoved into cryopods with a braindance playing on a loop. Execution is by bullet to the back of the head.

Cellphones get replaced by Agents, like in the preview. They're basically cellphones with a not-AI making them more handy. They come with a deepfake function you can use to autogenerate responses if you're lazy. They take a lot of your information which is supposed to sound handy but sounds like something that would be horrifying to a career criminal like an Edgerunner. They can be programed with personalities, and its specifically mentioned that degenerates turn their phone not AIs into waifus and add sex toys to them. They come free with your lifstyle, along with their data plan things.

Now GUNS! There are gun laws, but nobody in universe really cares. I'm not even sure why a federal law applies to Free States anyway, so you can ignore it too. Must guns on the street are cheap 3d printed caseless weapons that can be purchased at convenience stores and vending machines. Old guns are still around if you want to use them, the simplified weapon system kind of makes them equivalent to modern guns anyway. Guns from all the wars are available just kinda everywhere.

Cars are still cars. They run on plant-based alcohol mostly. Cybercars are like cars but with fancier attachments, like the ability to drive with your mind if you're cybernetic. Cyberbikes are like cyber cars but bikes. Speedboats are like cars, except they go over the water. Mini-subs are like speedboats, except they go under the water. I mentioned this earlier, but all the vehicles are really fragile compared to humans. A cyber bike for example has 35 HP and no base armor, so the weakest starting character will be able to survive longer than his bike would. You can take down a helicopter with two or three near average assault rifle shots. Right, there are actually more air transport than ground transport. Gyrocopters, like helicopters but small, helicopters, like gyrocopters but big, AV-4s are basically flying cars (and usually, but not by default, armored), AV-9 are basically flying sportscars. They top out at basically the same speed as a normal sportscar. Their space combat plane is only slightly tougher than a cyberbike. Maglevs have stats just in case you end up fighting a train. There is also a full sized submarine that will actually be really really tough if you add armor to it. Then Zepplins for all the air pirates.

Data terminals are a ripoff at $10 a minute and do basically what your Agent can.

News is digital now, but in the dumbest way possible. The news emails you the news which it than prints out the newspaper using "high speed replication" instead of a website or something. There is a random headline generator if you want to actually make the news:

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"International...Killer...Praises....Hope. What an inspiring story!"
"Gossip....Pick a corp uh, Arasaka.....dies....woman. Yep you heard it here first."
"Financial...President...Murders.....City. Well that escalated quickly."

Maybe choose the headline instead of rolling.

Entertainment is basically on the local internet thing now. Its basically youtube. It sounds like they still have air times and have to literally fight over bandwith (lol).

Some clothing has fancy heating properties with chipped zippers that report if they need to be cleaned or reparied to your phone. They can also change color or logos. There is another chart for types of fashion, which we saw waaaaaaaaaaaaay back in character creation.

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Kibble is made of things like algae and soy. Its gross. And cheap. Poor people it a lot of it. Prepack is microwaved dinners. It is also mostly soy. With maybe some real food. Higher tier prepack is said to be restaurant-quality real food. And it sounds like restaurants mostly serve prepacks. This game has something of a Guerilla gardening kick, where people try to build gardens in the irradiated ruins of a city and it somehow works despite all actual farmland being mostly unfarmable. There was street wars over these gardens. They now somehow have animals that are raised for meat, and they made a deal to sell excess food they somehow had to the corpos.

Nobody really watches TV anymore. The whole Krash thing meant that smaller organizations could now send out news and entertainment (still youtube) instead of all information being controlled by megacorps. Presumably to give the Media some actual power. Rockerboys are still a thing. So are Idols. Braindances are another form, but are expensive and addicting.

They have a dead pool where people bet how many bodies will be found every day. Guess right and you win the pool!

Most stores have been replaced by vending machines. Vending machines armed with internal turrets and flamethrowers. There is a random chart that you can roll:

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Yep, classic panty vending machines are canon! Prices range from $10 to $100.

Aside from vending machines, there are Bodegas. Tiny corner stores that exist despite the last section telling us stores have been less common. They also get a random table, but with who is there rather than what is there. One for the owner, one for "Colorful Character #1", and one for "Colorful Character #2". They're mostly for flavor, but some can be a random encounter with a guy trying to break or rob the place.

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Ha, fat.

Now those last two stores are mostly for flavor. The real way you're buying things is the Night Market.

Before that we get a history lesson on how shipping was a thing. Again during the last big corpo war both sides went full retard and blew up ALL THE SHIPPING! All of it. Worldwide. Boom. Nobody bothered to start it back up again yet. You can find the last known location of some stuff by having a Netrunner take a dive into the Old Net, while Fixers do their main job in buying and selling things.

I kind of lied when I said nobody bothered to start it back up again. The Nomads had as we've talked about before, they just don't use the big cargo ships from before.
 
So nomads ship things. They have to fight off pirates at sea. They have to fight off pirates on land. They have to fight off pirates in the air. They have to fight off pirates in space There is just kind of pirates literally everywhere. Its kind of a major issue. It doesn't say anything about underground pirates, but you'll probably find some if you keep digging.

So to the Night Market. Since global shipping screwed up you mostly have to find old things. Night Markets are basically black market yard sales. There is a random table to roll to see what it actually has, and unlike the others it kind of matters since this is the main spot you'll be buying things.

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So that really isn't a good way to actually get a hold of anything. If you have something that you actually want, you're mostly stuck relying on your Tech or Fixer to get it for you. Otherwise you can get something random.

Midnight Markets are like Night Markets but they have a random amount of high-value rare goods. Like "The Mona Lisa" type things. They're mostly for plot hooks as far as I can tell.

It relists the weapons from earlier, with a new feature: Weapon Quality. Poor quality weapons jam on a crit fail. Normal quality weapons are normal. High quality weapons add +1 to your roles. The prices are on a chart because of how the prices are locked into categories now. Poor roughly halves the prices of the weapon, Excellent roughly doubles it, except when it goes from $100 to $500 in which case it gets multiplied/divided by five. We finally get some Brand examples so you arn't just using a Generic Pistol, but they really are just a list of corporations and the name of the gun with no description. Poor weapons remain generic :(

Next new thing is Weapon Attachments. Normal guns have three slots, exotic weapons can have slots added by the Techy. They are:
Bayonet: Allows a long gun to act as a light melee weapon. Given that light melee weapons suck, you'd arguably do more damage if you just hit them with your gun and argued with the GM over what category it should be in. Costs twice as much as a light weapon and can't be concealed because its tied to a shoulder fire gun.

Drum Magazine: Somewhere between doubles and triples the size of your magazine for $500 and removes all concealability. Costs the same as new high-tier gun, but you'll probably be able to make it through a firefight without reloading too much if you bring this along.

Extended Magazine: $100 version of the Drum Mag. Somewhere between a 50% and double ammo depending on the weapon. Both work for grenade/rocket launchers.

Underbarrel Grenade Launcher: Same price as normal grenade launcher, takes up 2 slots, and has half the clip as a normal launcher. Potentially useful for bypassing cover, for a low-skilled user who can't make the most of autofire, or someone who wants a very slightly higher number for their shotgun's attack.

Infrared Nightvision scope: Removes penalties from darkness/smoke/etc and lets you see what parts are cybernetic. Its situational, but the smoke/darkness penalty is -4. It'd probably be reasonable to pair it with a smoke generator like the above grenade launcher and hit everyone when they can't really hit back.

Underbarrel Shotgun: Same price as a normal shotgun, half clip. Mostly useful if you want to make an AOE attack with a non AOE weapon.

Smartgun Link: $500, needs special cybernetics to use, takes up 2 slots, +1 to attack. Hell yeah! Ok, it might seem trivial but a smart assault rifle with Excellent Quality will be doing 2d6*2 more damage unless you've hit the cap on full auto. A +14 starting character would get...actually they'd hit the auto cap on a roll of 3 against a perfect distance target wouldn't they? So there would be a 10% chance of adding 2d6 and a 10% chance of adding 2d6*2, so you'd add an extra 2 damage to your average, assuming that crit fails don't hit. Max is only 17, so 14 needs a 4 to hit while the +2 needs a 2.

Average damage best case 14 : 0* (10%), 2d6*2(10%), 2d6*3 (10%), 2d6*4(70%) = 23.2 damage average.
Average best case damage 16: 0** (7%), 2d6*4(90%), =25.6 damage average.

*14 becomes 15 on crit fail, you'll still hit if the crit fail roll is a 1. So 10% of 10% you'll do 2d6, for an extra 0.07 damage.
** 16 becomes 17 on a crit fail, you'll still hit if the crit fail roll is 1,2, or 3. Like above 1% chance to do 2d6, 1% to do 2d6*2, 1% to do 2d6*3. This averages out to an extra 0.42 damage average.
Thus actual numbers are slightly higher than my estimate before.

Average damage worst case 14: 0(30%), 2d6(10%), 2d6*2(10%), 2d6*3(10%), 2d6*4 (40%) = 15.4 average
Average damage worst case scenario 16: 0(10%), 1d6(10%), 2d6*2(10%), 2d6*3(10%), 2d6*4(60%) = 21 damage

Alright, autism derail over. Long story short, it can add decent damage to full auto. Also move in to your preferred position before shooting full auto. Non-full auto get a nice 10% bonus to hit if they arn't at the position to hit everything outside of a crit fail. At least its better than that bayonet.

Sniping Scope: +1, if the target is 51+ feet away and you arn't firing full auto. $100, works well for both sniper rifles and single shot assault rifles, who mostly want to stay back a bit. Stacks with Smartgun, so an assault rifle with this is a beast at any distance.

Ammo: Another list! Bullets are bought in packs of 10, grenades are purchased individually.

AP ammo: Much different than the last game. $100. Damages armor by 2 instead of one. Effectively increases damage by one each turn that you manage to hit past their defenses. A standard 11 armor will have an increase between zero (if you managed to geek them in one hit) and 5 (if he manages to tank 11 bullets and his armor becomes useless) damage. Strictly better than regular ammo, but at 10X the price.

Biotoxin Ammunition: Arrows or bullets. 3d6 bypassing armor. DV15 to resist. $500. Average of 10 damage. Normal grenade does average 10 against 11 armor and ablates, so you're getting ripped off. Better than normal grenades against high armor targets, better than arrows against everyone who isn't naked.

EMP Ammunition: Just a grenade, so they could have just called it "EMP Grenade". DV15 to disable two cyborg parts for 1 minute. DM's choice, so how powerful this is is based almost entirely on how kind your GM is. Best case it leaves them defenseless, worst case its 2 free critical injuries.

Expansive ammunition: $100, 8% chance of dealing an extra critical hit once per dude you shoot. With no bonus damage. Strictly better than regular ammunition, but worse than AP ammunition unless there is a way to cause a special type of critical wound reliably. You need the Foreign Object wound.

Flashbang Ammunition: Again only a grenade. $100. Also two free critical wounds, Damaged Eye and Damaged ear, which give -2 to ranged fighting and make it so you can only move every other turn respectively. Not insta-death but some decent penalties.

Incendiary Ammunition: Sets the dude you hit on fire. 2 damage per turn ignoring armor until they use an action. $100. Best ammunition so far. Doesn't stack, but it basically either adds 2 damage per turn (twice the AP bullets) or lets your team shut down your enemies by taking away their one action (at which you can just re-apply your bullet).

Poison Ammunition: 2d6, $100 Biotoxin ammunition. Still better than arrows. Better than grenades against really hard targets.

Rubber Bullets: Same as normal bullets, except they don't kill or reduce armor. Only something to use if you want someone not-dead.

Sleep Ammunition: $500, DV 13 check or get KOed. Wake up upon taking damage or getting touched, so its an insta kill only if you manage to get all the nearby badies sleeping or they can wake up their buddies. Probably the best grenade so far, load this in your grenade launcher and you can basically execute your enemies at your leisure. Or at least have them all waste a couple of turns waking everyone up. Also works for arrows if you like Dues Ex.

Smart Ammunition: $500. Requires cybernetics to use. When you miss a shot by less than 4, you get a second attack with 10+1d10. Its....mostly something that would come up with non-combat classes I guess. It won't work if you totally dump your combat stat, but someone with like an 8 could probably use it. You can't really use it for more risky moves like headshots since it won't hit even in optimal ranges if it even activates. Could potentially be useful against dodgy people, if you're hoping they crit fail.

Optimal distance: DV 13. Chance to hit: 60%.
Chance for 14 character to fail DV13 check: 8%.
Extra chance to hit: 4%. You go from 92 to 96....ignoring the 4 requirement because I'm getting tired.

Max Plausible distance: DV20
Chance to hit: 10%
Chance for 14 to fail DV20 within 4: (Assuming this is 16-20): 40%
Extra chance: ....Also 4%. You go from 30 to 34%.

Chance for 7 character to fail DV 13 check by 4(assuming 9-13): 40%
Extra chance to hit: 24%
You go from 40% to hit to 64%. Not bad! But you're still getting outpaced by the combat guys by a silly amount. For a major investment. Maybe consider explosives instead.

TLDR overpriced, Incendiary are still better.

Smoke Ammunition: STILL JUST GRENADES! Jesus, you can say smoke grenades. $50. Make a -4 smokescreen. OK defense, works well with that Infra red combo or followup explosives. Otherwise screws you over too.

Tear Gas: Cheaper version of the Flashbang that only does the eye part for half price. -2 isn't great on its own, combine it with the Smoke technique above and you're doing a good job shutting down the enemy. As long as they don't also have decent equipment.
 
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