I've actually been thinking about doing a new version now that I've learned a lot more about layout and presentation, and also I have a whole cyberpunk world this could fit into. Probably not this year, but at some point!
NotWriting
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Hey there!
Q1: yeah this is indeed an error in the text. The heat vent does not require you to deal damage to clear heat.
Q2: The intro scenario with the starting equipment can be difficult. I did do some tuning with the starting core that does make that encounter challenging. Remember you start with 10 ammo.
That's a good question.
I think the original card tables... should work fine? I mostly streamlined the dungeons in v2 to fit in a printed zine and to cut down on the amount of layout work I would have to do. But to my knowledge it should work out to about the same number of encounters per dungeon, and similar types of encounters. Nothing right off the bat that strikes me as a problem, though it has been a while since I looked at the original rules so, delver beware!
Hey there,
1) A battle ends immediately when the last threat is destroyed.
2) Yes, all location features (pits, obstacles, difficult terrain) can be bypassed with hover.
3) Most churn etc. make allowances for how location features change or are added, otherwise it is up to you to judge.
4) The way I interpret threat movements is to always move them into spaces that are most advantageous. A certain amount of player interpretation is needed.
My experience was very different than yours, which is as expected. For example I like experimenting with different equipment when I get it and having a mix of different ranged and melee weapons. Other players find one build and they stick with it throughout the whole game.