these are things that are not included in the core commons version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on. most of Old Gus's and the community's content is removed in order to have a near-CSRD state what remains is the rules clarifications, errata, splicing together some information from secondary sources (like the Starter Set or from game authors on Twitter), and organizational assists things removed includes ideas that I like, but either plan to write my own way in the future, or again I just don't feel comfortable copying verbatim, especially if, for instance, I have my own process and don't need to advocate for a different one stuff that's likely to get folded into my core is arbitrarily numbered 300s instead of 000s
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67 lines
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--- _tmp/ccsrd.md 2025-07-21 14:21:00.277321833 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 14:20:56.534297903 -0500
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@@ -29352,10 +29352,6 @@
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roll. If it's a creature, its level determines the difficulty of your roll. If it\'s something else, the GM determines
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the difficulty of your roll.
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-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-**Editor's Notes ---** For more on \"passive perception\", see [Passive Difficulty](#passive-difficulty).
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-:::
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-
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##### Moving a Heavy Object [#](#action-moving-a-heavy-object){.og-h-anchor aria-hidden="true"} {#action-moving-a-heavy-object}
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[(Cypher System Rulebook, page 229)]{.og-ref}
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@@ -75097,33 +75093,6 @@
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: Graduated Difficulty Effects
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:::
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-
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-##### Passive Difficulty [#](#passive-difficulty){.og-h-anchor aria-hidden="true"} {#passive-difficulty .og-h-small}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-This section is based on *The Flow of Information* [(416)]{.og-ref} and *Failure to Notice* [(417)]{.og-ref}.
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-
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-Because [the player always rolls](#rules-the-player-always-rolls), it can be unclear how the GM should proceed if the
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-PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything
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-about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC\'s tier to the
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-[difficulty](#rules-task-difficulty) of the task, and add 1 for each of the PC's applicable
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-[skills](#modifying-the-difficulty-skills) and [assets](#modifying-the-difficulty-assets). Any ties are decided in the
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-PC's favor.
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-
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-For example, a tier 3 PC is [specialized](#key-concepts) in tracking and has a[Beast
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-Companion](#ability-beast-companion){.og-ability}---a faithful bloodhound, whose [modification](#followers) that
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-provides an asset to tracking tasks. This make's the PC\'s passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals
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-6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party
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-member---as almost a passive [routine action](#routine-actions).
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-
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-Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges,
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-abilities, skills, and personal pasts---honoring of all the choices the player made whilst creating their character, and
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-since the start of the game. The GM should strive to be generous with information---after all, information and answers
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-are two very different things, and a well-informed party can make more compelling choices about what they do next.
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-Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via [GM
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-intrusion](#gm-intrusion), so it's best to describe the situation in a way that invites further action from the PCs
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-rather than withhold critical information.
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:::
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------------------------------------------------------------------------------------------------------------------------
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@@ -77726,7 +77695,6 @@
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- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Creating Challenging Encounters](#creating-challenging-encounters) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Difficulty, Graduated](#graduated-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Difficulty, Passive](#passive-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
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@@ -78001,8 +77969,8 @@
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- Adjudicating [(412)]{.og-ref}
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- Logic [(413)]{.og-ref}
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- Dice Rolling [(414)]{.og-ref}
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-- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
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-- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
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+- The Flow of Information [(416)]{.og-ref}
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+- Failure to Notice [(417)]{.og-ref}
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- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
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- [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
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- [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
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