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Cypher is really interesting because it does a really good job at re-imagining the modern D20 roll-over system. The normal d20 roll-over formula goes like this:
- Roll d20
- Add applicable Trait Modifiers, Innate Modifiers, or other modifiers to that roll
- Generate Total
- Speak Total to GM
- GM compares Total to Secret Target Number
- GM Declares Success/Failure.
Each turn, each check, follows that same formula, over and over. In a game like D&D with static Target Numbers in time (like in Combat), players will eventually discover what the Target Number is, and that will speed up the back and forth slightly. Cypher takes that formula and flips it on it's head:
- GM states Target Number
- Player consults Traits and skills to reduce (or increase!) that Target Number to create final TN
- Roll a d20. At or over final TN is success, under is failure.
This "Reverse d20" system does a number of different things to streamline everything. Instead of creating a subtotal ahead of one's turn and then adding it to the d20 later, all of the math is done ahead of time. This also gives a benefit that, on occasion, a player could a Target Number to 0, which would remove the need for rolling altogether.
Other Pros of the system:
The Replacement of Static Stats with Stat Pools is amazing for emulating a "realistic" scenario where attrition of some variety is present. In other systems, you run into that feeling that the player characters can go at 100% until they lose their last hit point. In Cypher, you trying to aim your bow or gun is drawing from the same source as Dodging - the Speed pool. Swinging your hammer and getting hit by a hammer both impact your Might pool. It's an amazing system for emulating any type of drain, be it fatigue, becoming unfocused, and so on.
Cypher streamlines all bonuses and penalties to the same value - Three. A Creature's TN is 3 x their level. If you are trained at something, the TN is eased (goes down) by 3. If you have an item that makes the thing easier, it goes down by 3. If you're bad at something, the TN is hindered (increases) by 3.
The XP system is simple and intuitive, but also breaks up the "levelling" process into disparate parts. XP can also be used to purchase instant benefits - rerolling dice, refusing GM intrusions, and short-term or highly niche benefits ("I don't know much about living in the woods, but my grandparents took me camping in these woods for multiple summers in my youth") - as well as long-term advancement. Maybe you're training a skill, or increasing your pools, gaining a profession, purchasing an Artifact (any type of reusable game-altering item), or picking up abilities from your focus or archetype. Instead of rigid leveling requirements where each player gets prescribed benefits at roughly the same time, each PC gains abilities and skills at the pace of their choice.
There is no prescribed skill list. This allows the system to be really solidly genre-neutral - The skills you'd need in Old Gods of Appalachia (set in the late 1800s through early 1900s) are going to be very different than the skills of Numenera (set a billion years in the future).
The Cons of Cypher:
The promise of the game is often at odds with the execution of the game. Since the first release (Numenera), the promise of the Cypher system is that the game is focused on exploration and discovery. You are supposed to be gaining XP not for fighting monsters, but rather unearthing secrets. That sounds absolutely awesome... and then you read the abilities. While some are relatively nodding in that direction (trained in polite conversation!), reading through the archetypes is, more often than not, a list of combat-oriented abilities.
While the skill system is completely blank in theory, that isn't necessarily true in practice - being trained in weapons, dodging, armor, and certain types of attacks are all relatively the same across the systems. Those things can also only be increased or otherwise impacted when referenced by the archetype or other part of the character concept. When choosing skills, those skills are prescribed by the setting you're in - your archetype might have a list of interesting skills, but have one missing for no apparent reason (Skilled Exploring allows me to be skilled in Navigation or tracking, but not cartography). Also, there's a very fine line between "Trained" in something (which eases the check) and "Practiced" in something (that is, you're allowed to use that thing without a penalty).
The character creation seems interesting at first - it gives a 3-part mad-libs-style selection of Descriptor, Type and Focus, using the phrase "I am a _____ _____ Who ______": a Hardy Explorer who Explores Dark Places, a Driven Speaker who Moves like a Cat, and so on. However, what it means instead of choosing 1 class, like you'd see in other games, you're always choosing 3. The Types are the simplest, as there are only 4 - Warrior, Explorer, Adept and Speaker. They're sometimes called other things in other setting books (like the Glaive instead of Warrior in Numenera), but they're just reskinned versions. The Descriptor is some sort of adjective, from Appealing or Brash through the alphabet to Virtuous or Weird, each giving some stat bonuses and a small ability. The most confusing is the Focus, the "Verb" of the sentence. Many of them are really straightforward (Murders, Leads, Fights Dirty, Slays Monsters, Crafts Powerful Objects) but have a tendency to make not a ton of sense: Fuses Mind & Machine (i.e. is a cyborg), Howls at the moon (is a werewolf), Focuses Mind over Matter (is telekinetic), Abides in Stone (is a golem), and the silliest, in my opinion, is Carries A Quiver (because archery is clearly more than just a weapon). In practice, it's a whole bunch of different places to look to build and/or level up a player character. It's incredibly frustrating, because the thing I dislike the most from TTRPGs is having to look multiple locations for basic abilities.
Lastly, Why is it called the "Cypher System"? Well, because there are Cyphers, of course! In the system, these are single-use magical items or abilities that PCs can only have a limited number of (typically 2, but up to 4 for certain types). They are a sort of blend of Inspiration/hero points and spell scrolls, ranging in power from subtle Cyphers (like Dumb Luck and Remembering) to manifest Cyphers (like Gas bomb and Interstellar Teleporter). The idea behind them is that because they are single-use things that are supposed to be received with regularity, it will encourage the players to use them, and also that balance isn't a concern. In practice, they are easily the weakest bit of the system - they aren't necessarily always applicable, and players don't really want to let go of unused ones to pick up new ones. The fact that they can range in power from "a reroll" to weapons of mass destruction doesn't help this.




