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Cyberpunk 2020 vs Mythras

Compare Cyberpunk 2020 and Mythras side by side. See differences in complexity, dice, genre, and more.

Cyberpunk 2020Mythras
GenreCyberpunkFantasy, Universal
TagsCombat-Heavy, Skill-Based, Deadly, Lore-Heavy, Corruption, Crunchy, Tactical, Simulation, Gritty, Character BuildingCrunchy, Tactical, Simulation, Character Building, Deadly, Sandbox
Core MechanicRoll 1d10 + the relevant stat + skill and meet or exceed a difficulty number. Opposed checks compare totals, with ties favoring the defender. A natural 1 automatically fails the check. A natural 10 adds one extra 1d10 to the total.Roll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations.
Diced10d100
ComplexityHighHigh
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedORC
Third-Party PublishingNoncommercial only — Homebrew Content PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherR. Talsorian GamesThe Design Mechanism
Year19932016
LanguagesEnglish, Italian, Japanese, PolishEnglish
Best ForGroups who want dangerous urban jobs with customized cybernetic characters and detailed firefights. Campaigns can draw on personal enemies and corporate power struggles in Night City.Groups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings.
HighlightsRole-specific abilities give specialists distinct ways to influence a job. Lifepath events establish enemies and allies that can become campaign hooks. Cyberware trades mechanical upgrades for Humanity loss that reduces Empathy.Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative)
ConsiderationsExtended Net infiltrations use separate procedures that can leave other characters waiting. Armor layering and damage to specific body locations require repeated calculations during firefights. A sufficiently damaging head hit kills outright regardless of remaining health.Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation