The more I read this game, the more I feel this is the ultimate version of 5E you could ever play.
Yet it is entirely different from 5E.
If you boil the essence of 5E down to its component parts and throw out all the rules, class options, spells, feats, and all the other D&D things - you have the following framework:
- You create a character who can do [actions] with [abilities] using [equipment] and [consumables]. Or, in short, "things."
- You collect new things as your character advances.
- Your character possesses [resource pools] that improve as you level, which are spells, ability uses, and health. And these are regenerated through [recovery].
- Your pools improve as you level, and the cost to use abilities reduces.
With Cypher System, you get all the toys in one book. You do not need any expansion books. You do not need class and option expansions. You get to design everything and create any class out of the collection of abilities the game comes with.
Boiled down, you don't need the 5E rules. And the one-level dips and senseless class combos are unneeded since you design the hero you want, and they level up exactly how you would like. There are custom options too, and the powers you get are balanced and "kick in" at the correct power level.
In a way, Cypher System end-runs around 5E systems and focuses on the core class roles, and augments them with leveled power selections. Everything else is simplified to the bare minimum, and the excess cruft and rules bloat is removed. All the silly feats and "you are not a game designer" guardrails are removed. You do not have to "pay for power" or "purchase options" with expansions.
You are just left with your pools, stuff, and powers.
The game comes with a near-infinite combination of choices.
And everything else goes away.
When you look at the game as a 5E alternative, it makes a lot of sense because it factors out all the junk and leaves you with the "secret recipe" of 5E-style characters - and focuses squarely on the fun.
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