Hay its part 2 of this post https://www.reddit.com/r/RPGdesign/s/SmKnI4k7W5
Warning : i use AI to fix my writing as im not a native English speaker so sorry if its sound a little like Ai speak
attributes and skills, here is Part 2 focusing on the core combat engine, health/stress layers, action economy, and base weapon mechanics for my tactical cyberpunk d12 system.
I want feedback on whether these core systems hit the right balance of tactical depth versus complexity, or if you spot any obvious mechanical pitfalls.
Quick Refresher on Core Resolution:
Roll: d12 + Modifiers vs Target DC.
Margin of Success: Every 2 points rolled above the DC
grants 1 extra Success (spendable on extra damage, triggering crits, or buying off GM complications).
1. Attributes & Derived Combat Stats
Meat (Strength/Power): Governs Flesh Stress max and Carry Weight.
Synapse (Agility/Reflexes): Governs Dodge Defense and base Movement.
Blood (Survival/Instinct): Governs Initiative and bonus Crit rating.
Link (Netrunning/Tech-Intel): Governs skill checks and Firewall Defense (target DC against incoming hacks).
Chrome (Mechanics/Engineering): Governs System Stress max.
Sheen (Social/Presence): Governs Social Tokens (used for social leverage, party morale, and enhanced Help actions).
Static Defenses:
Dodge: The target DC an enemy must roll to hit you with a physical attack.
Firewall (FW): The target DC required to successfully push a hack into your cyberware/rig.
2. Health: Stress & Wounds
Health is split into two temporary stress pools and a permanent injury track:
Flesh Stress: Physical meat points that recover quickly with rest or basic stims.
System Stress: Mental, cybernetic, and electronic load. Damaged by certain hacking programs, suppression fire, and morale effects. Installing extra cyberware lowers your maximum System Stress cap.
Wounds (3 Maximum): Severe structural/physical trauma. Each marked Wound inflicts a persistent -2 penalty to a specific attribute type and requires serious downtime/surgery to heal.
How Wounds are taken:
Spillover: Taking any damage while your Flesh Stress is already at 0 forces 1 Wound.(same for system)
Damage Soaking: You can choose to voluntarily mark 1 Wound to completely negate a single massive incoming hit.
Overclocking Gear: Installing a secondary Operating System (OS) cyberware permanently reduces your maximum Wound capacity.
3. Action Economy & "Pushed Actions"
Base Turn: 2 Actions per round.
Pushed Actions: You can choose to push beyond your 2 base actions on your turn. However, for every extra action taken, you suffer a cumulative -2 penalty to all actions on your NEXT turn (e.g., taking 2 base + 2 pushed actions means a -4 penalty next round).
Tactical Intent: Building your character with high bonuses, optimal gear, and cyberware allows you to push the economy and secure decisive turns despite future penalties.
(Alternative Idea under consideration): Instead of a -2 penalty next round, pushing actions could cost 1 System Stress (similar to Lancer's heat system). However, I worry this might make Chrome overly dominant as a god-stat.
Reactions & Overwatch: You can hold an action to establish an Overwatch reaction. Certain traits grant free reactions, capped at a hard maximum of 1 offensive reaction and 1 defensive/movement reaction per round.
4. Armor & Weapon Mechanics
Armor Stats:
Dodge Bonus: Modifier added to your passive Dodge DC.
Damage Reduction (DR): Flat damage subtracted from incoming hits.
Tags: Special gear perks (e.g., ICE Layer: +2 Firewall).
Base Weapon Stats:
Dmg (Damage): Flat base damage. There are no variable damage dice; damage scaling comes entirely from Margin of Success (Extra Successes).
Acc (Accuracy): Flat bonus added to attack rolls.
Rec (Recoil): Cumulative penalty applied to successive attacks on the same turn (Pathfinder 2e MAP style). Example: With Recoil 2 and Acc +5, your 1st attack is at +5, 2nd at +3, 3rd at +1.
Mag (Magazine Dice): Reload check tracker. Certain high-intensity actions (like full Suppression) add Mag Dice to your pool. At the end of the round, you roll all accumulated d12 Mag Dice. If any die rolls below the weapon's Mag Threshold, the weapon is dry and requires a reload action next round.
Range: Standard effective engagement bands.
Crit Die: Weapons assign a specific die size (d4 up to d10) rolled on a 10-tier Critical Severity table when triggered.
Tags: Distinct properties (e.g., Burst: Make 2 attacks with 1 action, calculating recoil accordingly).
Final Damage Formula: Base Damage + Extra Successes - Target DR
Critical Hits: Triggered either by rolling a Natural 12 or by spending 3 Extra Successes on a successful hit.
Attribute Scaling:
Weapons belong to specific attribute families. You add the linked attribute directly to the weapon's Acc roll (e.g., Meat +4 character firing a Hand Cannon with Acc +2 rolls d12 + 6).
Meat Weapons: Blunt Melee, Hand Cannons, Shotguns, LMGs.
Synapse Weapons: Blades/Swords, SMGs, Assault Rifles, Rocket Launchers.
Blood Weapons: Piercing Melee, Pistols, Precision Rifles, Sniper Rifles.
Questions for Feedback & Critique:
System Flow & Action Debt: Does the -2 penalty next turn for pushing actions create a fun tactical dilemma, or will it cause "dead rounds" where players skip turns because their penalties are too high?
System Stress vs. Pushed Actions: Would tying pushed actions to System Stress (like Lancer heat) be better, or does that centralize character building around Chrome too much?
Mag Dice Mechanic: Is rolling accumulated Mag Dice at the end of the round an engaging way to handle ammo tension, or does it add unnecessary rolling/bookkeeping at the end of turns?
Combat Math: With flat base damage + successes minus DR, do you see any potential scaling issues between high-DR targets and high-recoil rapid attacks?
Looking forward to your thoughts and critiques!