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View Full Version : Why I Don't Play Cypher in FG: Some (hopefully) Constructive Feedback



wndrngdru
September 19th, 2022, 00:59
First, I want it to be known that I really do appreciate the work that has been put into the Cypher rulesets. I really really want to like and use them. Unfortunately, I just don't. I've played multiple games as both GM and Player and the quirks outweigh the benefits of the ruleset for me. Teaching new players how to play Cypher as well as how to use FG, and then tacking on the quirks of the ruleset becomes a bit much, especially for a one-shot. (I do use The Strange ruleset, though, because the recursion-swapping function is super handy in a Strange campaign.)

Lately, I've been doing a lot of one-shots for people so it's just easier for me to do theater of the mind in a Discord channel with a dice roller bot and fillable PDF sheets. I really would like to use FG though.

Here are my main issues with the ruleset(s):

Assets are only provided as "permanent" fields to nearly each and every thing on the character sheet, however, these can (and usually do) change for every single roll. Currently, there is no way to add assets to a single roll. You have to add them to a skill or ability, roll, and then hopefully remember to clear the asset after rolling. Take the case where an Ability gives you an Asset to a roll, plus a character is also aiding you (giving you a second asset). There's no way to add that second asset without changing that field in the Ability itself. Assets can often be provided by items but, again, there's no way to add that to a roll without using the above-mentioned skill kludge.
The damage track is explicitly tied to the number of Stat Pools that have been reduced to zero. This does not follow the rules as written. The damage track is a separate thing from the stat pools and a character can be moved down the Damage Track via poison, magic, or other special ability, with or without stat pool reduction. This means a character who finds themself Debilitated by a poison that moved them 2 spots down the Damage Track can be killed outright by only reducing one of their stat pools to zero. This use case cannot be handled on the character sheet the way it currently works.
The way the target levels (the numbers in the circles after a roll) work in the roll evaluation end up confusing me more than they help. This is because of the way Training, Assets, and Effort are applied in the Cypher System. More on that below and it's not a deal-breaker at this point, just something I have to mentally shift when playing in FG versus playing at a table or over Discord.


Here's what would fix the current ruleset(s) to be more usable for me and probably even have me recommend them to others.

Make the Stat scores rollable via double-click. It's kind of weird for me that they aren't. I have to make an Untrained skill entry for that stat as a workaround.
Change the "Edge" bonus box down near the dice to "Assets". I'm not sure what the Edge box is for. It doesn't seem to do anything and Edge is always tied to a particular stat.
Disentangle the Damage Track from the Stat Pools such that a character can be moved down the track manually, per the rules. Bonus for having a stat pool dropping to zero move it further down the track, or vice-versa when bringing a pool back above zero.

These three things would make the character sheet immensely more usable for me even before entering skills, abilities, items, etc.

Now the whipped topping wish...
My dream ruleset would pretty much require a redesign of the way the rolling works. In the Cypher System, Skills, Effort, and Assets don't add to the die roll. They instead reduce the Task Difficulty (analogous to D&D's DC). If you are well-trained and expend enough effort and assets, it's possible to reduce the Task Difficulty to zero. This means no roll is needed and automatically succeeds. This is actually what players are going for - to not have to roll - because rolling dice is dangerous.
In the end, the math works out the way the current rulesets work because adding one side of the equation is the same as subtracting from the other side. Some might say I'm being pedantic, but it comes down to a fundamental shift in how you look at the roll. The GM will still need to do the TD reduction math to be able to tell the player if a roll is even needed. After doing that, the GM is probably thinking of the smaller target number, but the roll result gives the succeeded at TD number as if the training, effort, and assets were added to the roll. The GM needs to now remember what the original Task Difficulty was to make use of the nifty indicator in the roll result. This would often throw me for a loop where I would think somebody succeeded on a roll when they actually didn't. I finally stopped even using the indicator and now just compare the die roll to the reduced target number in my head.

For example (true story):

GM (me) calls for a Might roll and determines the a Task Difficulty of 5
Player is using a skill they are trained in (eases the Task by 1). Task Difficulty is now 4
Player is also using an item that provides an asset, and is aided by another character (easing the Task by 2 more). Task Difficulty is now 2
Player also spends one level of effort (eases the Task by 1 more) TD is now just 1
The player now needs to roll a 3 (TD x 3) or better on their d20 roll, but only rolls a 2.
GM is thinking TD of 1 in their head. FG returns that the roll succeeded on a TD of 4 because all the assets, effort, and skills were added to the roll result.
GM says the player succeeded when, in fact, they failed the roll.

I know implementing something like this would take a bunch of development time so I'm really only throwing out ideas here. Here's one possible way for it to maybe work...

GM requests a player make a roll by perhaps clicking something on that player's CT entry or portrait. This pops up a window on the GM's screen asking for the target level of the roll. The GM could optionally make this target number visible to the player as some abilities make this knowable. (This target number could be also taken from a creature the character has targeted with the option for the GM to adjust it due to it being benefitted/hindered in some way.)
The player also receives a pop up where they can add any assets or levels of effort as well as requesting a change to the stat being rolled on (many abilities can change which stat can be rolled on, if desired). There would be a nice big "Roll" button which would start all the behind-the-scenes math. The assets and levels of effort are subtracted from the target number and the result is multiplied by 3, giving the number needed on the d20 roll. The roll is made if the target number is at least 1, with any bonuses added (there can be bonuses added to or subtracted from the roll as well). Result is evaluated, displayed, etc. Thinking further, I can see that a popup window on both sides may needlessly complicate things, but some sort of GM input would be needed in any case. Obviously, I don't have all the details figured out and am just brainstorming stuff at this point.

Anyway, I'm really only looking for my first two pain points to be remedied (I'm aware of at least 2 other FG Cypher users with these same issues). The rest is just dreamy fluff. Thanks for your time and thoughts.

Moon Wizard
September 19th, 2022, 04:47
Unfortunately, the Numenera ruleset was built based on the original Numenera book by me as a prototype back when Numenera was released. One of the other community members briefly stepped in to add Cypher general support, plus The Strange specific support. However, we have never gotten an official license from MCG (and we've asked multiple times), so it does not have an assigned developer to make additions to the ruleset at this time.

I welcome if anyone who would like to contribute to the ruleset, or take it over. Unfortunately, I do not have the bandwidth to work on rulesets without official publisher support at this time.

I will continue to attempt to support the ruleset for bug fixes and making it work with CoreRPG updates.

Regards,
JPG

darrenan
September 19th, 2022, 16:52
I think addressing your first two items should not take too much work (I'm the developer Moon's referencing above), I'll see if I can get them done somewhat quickly. I'll think about the rolling mechanism you described. As you say, it needs to be flexible, but also not cumbersome, but I'll see what can be done.

I'm the one who added the Effort and Edge controls on the desktop, and I can't for the life of me figure out why I thought an Edge box was needed. I found one ability in the Numenera rules (Agile Wit) that lets you use a different Edge than what you're rolling, but it seems to be a real edge-case. However, changing that to Assets makes total sense.

darrenan
September 19th, 2022, 17:28
P.S. Thank you for taking the time for providing such a detailed post on the ruleset shortcomings and suggestions for improvement. I played a little Cypher/Numenera/The Strange but I'm certainly not as experienced with the system as some others here, so I appreciate it.

darrenan
September 19th, 2022, 17:30
If I make the stat controls rollable, is there any need at that point for the roll button and the associated 'Def' label? A stat roll is just a stat roll, regardless of what it's for, right?

wndrngdru
September 19th, 2022, 18:02
If I make the stat controls rollable, is there any need at that point for the roll button and the associated 'Def' label? A stat roll is just a stat roll, regardless of what it's for, right?

The only thing with Defense rolls is that you can be Trained/Specialized in them, so you'd need some way of indicating that and having it apply. It could be done with a Skill roll but, personally, I don't mind the separate boxes for those. The Asset box wouldn't be needed if that is moved to the box below.

EDIT: Keeping the bonus boxes might be good too. I can't think of any off the top of my head but there could be an ability that adds to a defense roll.

darrenan
September 19th, 2022, 21:35
I'll just leave them as-is for now then. Thanks.

Poe the Homunculus
September 20th, 2022, 05:36
HI!!! I've been using the Numenera core rules myself, love the setting and the Cypher system. MCG always wants people around the table to sit and play so they don't give licenses out to VTTs - M. Cooke has a dislike for them. RPGs are meant to be in-person, like Invisible Sun. From my rumored-Asset Team "intell", they even have a limited license to Roll20 still.

I agree with wndrngdru above. I think I ran a game for him on Founder's Day 2022.
I have been working slllllooowly on some updates, but admittedly am not a computer programmer guy. I teach political science, law, biology, and cannabis - a strange combo but that's the work these days. The [x] and / commands still confuse me on blogs like this.

I've been trying to build through .lua on what little free time I have and only learned how to change the color and some words of text so far. I would like to see a Drag-and-Drop feature added into the ruleset!
When an enemy/NPC is damaged or healed, the damage does not automatically apply to the combat tracker. I cannot add the damage or heal onto the prior or current damage on the CT. Nor does any number from the text box to the CT or sheets. I have to make a separate list of damage to NPCs to total in the CT. Is there a way to add that too, please?


First, I want it to be known that I really do appreciate the work that has been put into the Cypher rulesets.
Strongly Agree!


Here are my main issues with the ruleset(s):
[LIST=1]
Assets are only provided as "permanent" fields to nearly each and every thing ... You have to add them to a skill or ability, roll, and then hopefully remember to clear the asset after rolling.
It is livable for me, but would be nice.



Here's what would fix the current ruleset(s) to be more usable for me and probably even have me recommend them to others.
[LIST]
Make the Stat scores rollable via double-click. It's kind of weird for me that they aren't. I have to make an Untrained skill entry for that stat as a workaround.
Change the "Edge" bonus box down near the dice to "Assets". I'm not sure what the Edge box is for. It doesn't seem to do anything and Edge is always tied to a particular stat.
Yes to both! This is what I have been trying to do with my slow .lua self-learning :)


GM requests a player make a roll by perhaps clicking something on that player's CT entry or portrait....

Interesting way to think about that. I hope we can at least get the first two and a drag-and-drop feature like the D&D CT.

If I can help in any way, please let me know. I have been pushing MCG since 2020 to support VTTs as the pandemic hurt, and now big gun D&D-whatever is making RPGs an online community instead of the tabletop. They are not just against FG, it's a strong "in-person" policy.

The Savage Worlds rule set has a damage track as well - shaken then three wounds - that is not tied to anything like stat pools. Could it be the same code language to put that into the damage track of Cypher? I don't know if that is just a copy-paste; I am the last person on the plant to know anything but telling a story. darrenan and Moon Wizard, I would love to run a game for the two of you sometime! :)

darrenan
September 20th, 2022, 15:27
When you say a Drag and Drop feature, I assume you're talking about being able to drag character types, descriptors, and focuses onto the character sheet? Or did you have something else in mind?

darrenan
September 20th, 2022, 15:28
P.S. Someone needs to get it through Monte's thick skull that not everyone has the option of playing in person.

Poe the Homunculus
September 20th, 2022, 18:34
P.S. Someone needs to get it through Monte's thick skull that not everyone has the option of playing in person.

Been trying that for **years** ��

Drag-and-drop from the chat box, like damage numbers and hearing, into the CT specifically, please. Not necessarily the character sheet at this time, as I think that already works.
Adding numbers to the CT.

Poe the Homunculus
September 20th, 2022, 18:38
Do you think the new OGL policy they just launched would help with FG?

wndrngdru
September 20th, 2022, 18:48
I believe Poe is referring to being able to apply damage via targeting in the CT or by dragging a number from the chat onto a CT entry for damage/healing. I had forgotten that it's not working if even if it's currently designed to. The presence of a damage button tends to create an expectation of that functionality, but I've not dug into the ruleset to know if it's supposed to be there or not.

Poe the Homunculus
September 20th, 2022, 19:38
I believe Poe is referring to being able to apply damage via targeting in the CT or by dragging a number from the chat onto a CT entry for damage/healing. I had forgotten that it's not working if even if it's currently designed to. The presence of a damage button tends to create an expectation of that functionality, but I've not dug into the ruleset to know if it's supposed to be there or not.

Yes, exactly

darrenan
September 20th, 2022, 20:46
Updates coming next Tuesday:

[Fixed] Disconnect Damage Track from pool numbers. When a pool goes to zero, it will still increase the track, and when it goes from 0 to a positive number it will reduce the damage track. But the damage track can now be manually moved up and down.

[Added] Added new Recovery UI. When you roll a recovery, a dialog box will pop up allowing you to distribute the results of the roll among your three pools. If you cancel out of this dialog you can still drop the results of the recovery roll from the chat window onto a single pool, as before.

[Fixed] Fixed a bunch of faulty code in the damage application code flow. Dropping damage from the chat window should now work correctly, as will applying damage to the current target.

wndrngdru
September 20th, 2022, 23:41
Updates coming next Tuesday:

[Fixed] Disconnect Damage Track from pool numbers. When a pool goes to zero, it will still increase the track, and when it goes from 0 to a positive number it will reduce the damage track. But the damage track can now be manually moved up and down.
[Added] Added new Recovery UI. When you roll a recovery, a dialog box will pop up allowing you to distribute the results of the roll among your three pools. If you cancel out of this dialog you can still drop the results of the recovery roll from the chat window onto a single pool, as before.
[Fixed] Fixed a bunch of faulty code in the damage application code flow. Dropping damage from the chat window should now work correctly, as will applying damage to the current target.

Sweet! Christmas is coming early this year!

Moon Wizard
September 21st, 2022, 00:09
In addition to what @darrenan is working on, I had already queued up a few other changes, and released today:
https://www.fantasygrounds.com/forums/showthread.php?75202-Release-Updates-for-September-20th-2022&p=663172&viewfull=1#post663172

Regards,
JPG

darrenan
September 21st, 2022, 00:35
This is what happens when you're a squeaky wheel ;-)

wndrngdru
September 21st, 2022, 02:14
It's also what happens when you have great developers and community. Y'all rock harder than granite!

selrivan
September 21st, 2022, 03:03
It looks like some debug code got left in:


Debug.chat(tostring(nWounds) .. " " .. tostring(nHP) .. " " .. sDamageType .. " " .. tostring(nTotal));

I was just testing a fix to the damage on the combat tracker this past weekend. Thanks for the update with improved functionality for this ruleset!

wndrngdru
September 21st, 2022, 03:08
One more aesthetic request:
Would it be possible to have the Effort/Assets/Use Edge box use the same background as the Modifier box? Then it would follow along with any applied theme. Right now, darker themes that use a light font are nigh unreadable (as seen here with Modern Dark).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=54441&stc=1&d=1663726052

Poe the Homunculus
September 21st, 2022, 06:11
It's also what happens when you have great developers and community. Y'all rock harder than granite!

HELL YEAH!!
You all rock. Nah, you all are so rocking is like a moutian. :):ninja:

Moon Wizard
September 21st, 2022, 06:30
Unfortunately, it can't use the same background as the modifier box, because the modifier box is a fixed size graphic. Maybe @darrenan can find another frame graphic in CoreRPG that will work.

Regards,
JPG

darrenan
September 21st, 2022, 17:20
One more aesthetic request:
Would it be possible to have the Effort/Assets/Use Edge box use the same background as the Modifier box? Then it would follow along with any applied theme. Right now, darker themes that use a light font are nigh unreadable (as seen here with Modern Dark).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=54441&stc=1&d=1663726052

Not really. They are two different graphics. The one used for the modifier box is just a static graphic which is common to all rulesets deriving from CoreRPG, which is why the theme can replace it. The other graphic is specific to Cypher. The theme author would need to be aware of the existence of this graphic asset and replace it as well.

darrenan
September 21st, 2022, 17:22
Unfortunately, it can't use the same background as the modifier box, because the modifier box is a fixed size graphic. Maybe @darrenan can find another frame graphic in CoreRPG that will work.

Regards,
JPG

I suppose I could look into that, but then it would look way different from the modifier box. Maybe that's not a bad thing? hmm....

darrenan
September 21st, 2022, 17:34
The imagepanel frame seems to work ok for most themes, I'll change it to that.

54447

wndrngdru
September 21st, 2022, 18:12
Perfect!

Suggestions for future development (purely wishlist stuff at this point, for me at least):


Effects framework that allows to add Eased/Hindered for # of action(s) to a CT entry. When added to an NPC it would temporarily affect the level of the NPC, perhaps changing the color of the level box in the CT to green/red to show it has been changed from default. When added to a PC, it would just work as if it were a positive or negative asset on the roll, obviously not subject to asset limit.
A way, perhaps by leveraging the new vehicle capabilities, to group foes into a gang on the CT

wndrngdru
September 22nd, 2022, 02:07
[BUG]

Something is up with the Currency panel. I get "Unable to create currency slot for character () (0 Shins)" in chat and it just makes a blank text box in the Currency panel. New lines can be added but the text box is still present.

Steps to recreate:

Create new Numenera campaign
Create new character
Change to Inventory tab

Nylanfs
September 22nd, 2022, 17:27
MCG always wants people around the table to sit and play so they don't give licenses out to VTTs - M. Cooke has a dislike for them. RPGs are meant to be in-person, like Invisible Sun.

I agree with wndrngdru above. I think I ran a game for him on Founder's Day 2022.

If I can help in any way, please let me know. I have been pushing MCG since 2020 to support VTTs as the pandemic hurt, and now big gun D&D-whatever is making RPGs an online community instead of the tabletop. They are not just against FG, it's a strong "in-person" policy.


P.S. Someone needs to get it through Monte's thick skull that not everyone has the option of playing in person.


Been trying that for **years** ��

As the PR person for PCGen, I have attempted to talk to them about getting their books into PCGen for probably close to 15ish years. They are just VERY resistant to ANY type of computer support or aids for gaming.

Moon Wizard
September 22nd, 2022, 18:45
I just committed a fix that should address that warning to the source control. It should be picked up when @darrenan does his next push.

Regards,
JPG

Poe the Homunculus
September 22nd, 2022, 22:12
As the PR person for PCGen, I have attempted to talk to them about getting their books into PCGen for probably close to 15ish years. They are just VERY resistant to ANY type of computer support or aids for gaming.

The company's only been around for 10 years...
But yes, I agree 100%. It's for tabletop - even though most people these days are:
1. working multiple jobs or overtime as inflation dramatically rises,
2. want to reduce carbon emissions by not driving,
3. not printing and non-tangible resources lower carbon footprints by having only digital,
4. having moved from their long-time group of friends into more affordable locations,
5. may have mobility issues,
6. do not have the physical space (because of the rising cost of living and rent increases) to store physical books,
7. FLGS stores, coffee shops, and bars struggle to keep pace with the economy, and
8. the major brands (wOuNdEd D&D) now set an expectation that everything is online, so younger players will expect the change.

For a social responsibility company (points 1, 2, 3, 5) and from an economic standpoint (1, 4, 5, 6, 7, 8), not supporting on-line is just against their own principles. But that's business.

Poe the Homunculus
September 22nd, 2022, 22:13
@Moon Wizard and @darrena - you guys are like my VTT heroes.
I played with the updates last night - OMG they fix a lot. Amazing.

With the OGL and the new fixes, I'm going to convert adventure books like Explorer's Keys and Weird Discoveries to FGU.
I don't know if we sell, but the OGL should allow me to share.

Poe the Homunculus
September 22nd, 2022, 22:28
With the OGL and the new fixes, I'm going to convert adventure books like Explorer's Keys and Weird Discoveries to FGU.
I don't know if we sell, but the OGL should allow me to share.

wndrngdru
September 23rd, 2022, 00:18
I don't know if we sell, but the OGL should allow me to share.

Nope. It doesn't. In fact, it specifically excludes creating things for the Numenera, Predation, and The Strange settings. Even if it didn't, the OGL only allows creating NEW works while allowing reprinting the rules, items, variants, etc. that are actually in the Cypher System Reference Document (CSRD). Sharing would still constitute a copyright violation. Basically, if it isn't specifically printed in the CSRD or newly created by you, you can't share it.

EDIT: The main benefit to the COGL is that you no longer have to go to MCG to get a Creator License to be able to make Cypher-compatible stuff.

wndrngdru
September 23rd, 2022, 00:41
After playing around with the new updates (LOVE them btw), I ran into another thing that I forgot to mention in my original post.

Many, maybe even most, abilities don't require a roll. However, a high percentage of them still have an ability pool cost associated with them that are offset by that stat's Edge. Can we have it so that the roll is an optional thing on abilities? Perhaps a different icon to click for the ones that just have a pool cost?

darrenan
September 23rd, 2022, 17:13
After playing around with the new updates (LOVE them btw), I ran into another thing that I forgot to mention in my original post.

Many, maybe even most, abilities don't require a roll. However, a high percentage of them still have an ability pool cost associated with them that are offset by that stat's Edge. Can we have it so that the roll is an optional thing on abilities? Perhaps a different icon to click for the ones that just have a pool cost?

Added a checkbox to the ability window to indicate if the ability has an associated roll. If the checkbox is checked, it works as before. If not, it only spends the cost of the ability. Should be in next Tuesday's update.