r/cyphersystem

Character Bonds

In our 5e games, we homebrewed a Character Bonds subsystem where relationships between PCs would grow through meaningful in-game moments — roleplay scenes, Help Actions, or even RP conversations in Discord between sessions. As those bonds strengthened, characters gained a scaling bonus (d4–d12) they could add to Help Actions instead of simply granting Advantage.

Does the Cypher System have any optional or homebrew mechanics that similarly reward players for developing relationships and roleplaying between characters with tangible in-game benefits?

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u/EmviusRabbyt — 4 days ago

I've started reading the new rules, and there are some things I really don't like

The new descriptors make characters one-dimensional

I understand that one of the reasons for creating these new rules was to eliminate the imbalances between descriptors and foci, but the cost has been to make them one-dimensional and excessively boring.

The option to gain one ability and one disadvantage is fine, but it’s lacking.

It would be much better to be able to gain a Tier 1 ability that is relevant to the character (in fact, if this decision stands, it will be a house rule I apply from the start).

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u/BlackonionCdk — 7 days ago

Hello all, one of our playgroups broke up so a couple of the players and I are about to begin looking at and testing other systems, beginning with Cypher - specifically Rust and Redemption and the post-apocalyptic setting. We'll be playing on Foundry VTT and I have backed all the recent kickstarters and the megadungeon but we'll be getting started before those are fully released.

With only 2 players, I'm wondering what the best approach is for running the system for them - should they control 2 characters each for 4 total, or just 1 per player? They are skilled and smart players and have some experience with running multiple characters (shout out to DCC), but I'm curious what the best approach might be in Cypher. It seems like the XP that's handed out for intrusions will be a bit awkward either way.

Another question I have is how combat encounters should be designed and hopefully "balanced". I realize the system kind of glosses over this a bit but as a new GM I don't really want to ~vibe~ my way into a serious TPK or just throw them easy softballs over and over. Is there a good rule of thumb for creating combat encounters? I understand cyphers and intrusions can change encounters significantly, but hoping to have a baseline to begin with.

Other suggestions for a new GM running for just two players would be very much appreciated; we're coming from a long amount of time playing PF2e/SF2e. Thanks!

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u/Kerdude — 6 days ago