[RPG] How to make the overpowered character more fun to play

combatcyberpunk-2020powergaming

My friend is running a modified cyberpunk campaign, where we are fighting zombies during WWII in Germany. Fun stuff. However, I made my character a Martial arts boxer, giving them a 10 in reflex, body, and both styles of martial arts. After a few weeks of play, I've noticed that if I punch things in the face, they tend to die very fast. If I use my gun, there is a good chance I'll die.

The character isn't really fun because he keeps dominating combat. 2 punches to the face or torso == instant death. There is little risk of death except from grenades or long distance machine guns. As an example, in our last encounter, I grappled one soldier and used him as cover while I punched the two other soldiers in the face, and then broke his neck. Lots of fun, but surprisingly little risk! Every other character died.

Followup: Thanks for all the help. you can see the results of the suggestions here. http://billygoes.blogspot.com/2011/06/polish-resistance-session-3.html

Best Answer

Tell your Referee to throw a bit more varied challenges at you. If every encounter happens at circumstances where you can just run up punch their face off, then it is a dull campaign, not a dull character. When you're facing a sniper 800 meters away with your head in the crosshairs, you will see that things will get a lot more interesting.

Tell your Referee to read the sidebars at pages 108 and 110 of the Cyberpunk 2020 rulebook. After a single session with those ideas, my players were much more careful with their new characters.

The Interlock system is deadly. It should be easy for your referee to make it just as deadly for you.


Edit: Importing a suggestion from related chat:

Whenever you are under fire, make a COOL+d10 roll against a target of 10(15 if you can't see/identify your attacker), modified by your stun/shock save. Failure means you can only run away or hide. Anything else is at a -5 penalty for the rest of your turn.

An alternative approach is, if you fail your COOL+d10 roll, you automatically repeat what you did in the previous round, regardless of if it is meaningful or not (e.g. you keep puling the trigger even if your gun is out of ammo)