@Jennkryst said in Interest in Cyberpunk MU*?:
@Reason It was the Bubblegum Crisis RPG, same rules for Mekton I think? Lots of derived stats, like weight limits for encumbrance and jump distance and other stuff. Obviously, because it was heavy on a cyberpunk anime setting with powersuits, there was a lot of stuff revolving around the specific setting and designing your own murdersuits.
There were two options, either a d10 or 3d6... and maybe a d20 one, I forget, and the book is very far away, upstairs, and I am teh lazy. At least 3d6 rolls would make the crit-fail likelihood smaller?
Oh, interesting. 3d6? Yeah, really anything that gives you non-linear probability distribution tends to hold my attention longer than 1dx systems. I'd read about some folks that did a 2d6 implementation of the 1d10 system but treated 6's as 0s. Gives you the classic 2d6 curve across a distribution of 0 - 10, and only 0s (<3% of outcomes) were critical failures.
That said, there's something to be said for just taking a vanilla system off the shelf and using it. That way everyone knows what they're in for, warts and all.
AS FOR SR5... I admit I didn't dig deep enough to learn all the matrix stuff; I know it changed from SR4 but never figured out how much.
There were some positive changes, but it was still unworkable. Personal opinion the Matrix hasn't really ever been usable in Shadowrun. In Third edition and earlier, it was actually pretty tight, it was just solo-run. So like, functional and technically tight, but a mini-game while everyone else got pizza. In 4th edition and beyond, the objective to bring everyone together into the same initiative pass was noble but...
Denver is ADAMANTLY ...
Ridiculous (in a completely constructive way). Finished that thought for you.