Cypher System

This Cypher System review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 93 / 100

Cypher System

It almost can't be said enough: Monte Cook is a genius and his games are amazing. He’s a legendary game designer and world builder, and is an absolute top-tier game designer. Of all his work, Numenera and the Cypher System, I believe, are his most well-known and celebrated.


To clear up one thing really quick: The Cypher System is a cross-genre tabletop RPG system. Numenera is a specific world with customized lore and stories that uses (basically) the Cypher System.


Just know that if you plan to buy Numenera or the Cypher System, that they are slightly separate games. One comes with a pre-existing world of lore (Numenera), while the other does not (Cypher System).

Uniqueness of the Cypher System: (10/10)

In the Cypher System, there are only three character stats. These stats represent a “Pool” of points from which you draw for abilities – and if you’d like – use extra effort to complete tasks or engage in combat by temporarily spending those points.

I normally like games with a bit more “depth” to them than three simple stats, but the way that Cypher System utilizes the stats is very unique. The game gets a lot of depth from might/ health, speed/ agility, and intellect/ personality. The simplicity is also a major plus for learning the system if you’re new to the game.


With each stat you also have an “Edge,” which is like a defense against spent points in the associated Pool, for extra effort. 1 edge reduces the cost of actions in that pool by 1. This system is very much like having “armor” against fatigue. It’s as if you’re reducing damage to yourself (your Pools), when increasing exertion for complex tasks.


When it comes to the Cypher System, the player always rolls, not the game master. To hit enemies, players roll against a static value. To dodge enemies, players roll defense against a static attack value. Target values are always based on difficulty of the task. In combat, target values are largely determined by the challenge rating of your enemy.


Players can use Experience points (Exp) to improve their character in a number of ways, to avoid additional story elements brought in by the game master, or to reroll skill or combat checks. When improving their character, players can improve stats, skills, effort, or edge. After improving all of them they go up a “Tier,” which is similar to “gaining a level” in most other TTRPGs.


Characters also gain a “Type” and a “Descriptor” which heavily influence stats and skills from the very start of the game. Types and descriptors are interesting way to broadly sort of make your own class, while giving players some starting roleplay ideas. They’re basically taglines for your character that help explain who your character is, and what they’re like in terms of personality, looks, demeanor, physique, etc.


Finally, characters also get a “Focus” which adds further unique elements to the character, such as “bears a halo of fire,” or “Explores Dark Places.” The Focus gives the player additional powers per character Tier.


Between your character’s type, descriptor, and focus, you essentially create your own character “class.” Otherwise though, and broadly speaking, Cypher System is a classless tabletop RPG.


When it comes to uniqueness, Cypher System is every bit as unique as Dungeons and Dragons was when it first came out.


Ease of Learning the Game: (9/10)

Learning to play the Cypher System is relatively simple. There are quite a few options at the start of the game when creating your character, but as you get familiarized with all the basic terminology, character-building, and the game overall, becomes very simple.


Because there are no character “classes” in Cypher System, and you essentially build your own when you choose your character’s type, descriptor, and focus, you end up reading through a lot of options when building your character. After all, your choices at the start of the game make a very large difference for your character’s overall progression through the rest of the game.


As I mentioned above though, what really simplifies the game and makes it great, starting a new character, is that each player really only has to think about 3 stats. Beyond that, everything really is just bonuses.


You can build a character in Numenera/ Cypher System much faster than you can in most tabletop RPGs. Whereas in other games you might spend 45minutes to an hour creating a character for your RPG campaign, with Cypher System, you might only spend 20-30 minutes.

Personally, I also feel that it’s easier to teach new players how Numenera/ Cypher System works than it is to teach them even Dungeons and Dragons. In reality, Cypher System is much simpler than DnD, yet still retains great game depth and options for character customization and progression.


Finally, the math in Cypher System is very simple. There’s a few intricacies here and there, but nothing that’s at all overwhelming, like you find in other tabletop RPGs.


Numenera and Cypher System Presentation: (10/10)

Numenera and Cypher System feature a very easy-to-read game manual. The content is very clear, and instructions are very easy to follow. Even the font and color selection is on-point, making it very simple to reference important rules or sections of the book.


Game Lore: (10/10)

Cypher System obviously does not come with its own lore, really. Instead, it offers a wide variety of selections to its players so that they can play the game in just about any type of setting they’d like.


When it comes to Numenera though, the lore is extensive. Set far into the furthest future imaginable, technology and magic have become synonymous in many regards. The lore is edgy and cool. It hits important traditional points in fantasy/ sci-fi and tabletop RPG legend, while still drastically expanding and creating its own place.


It’s not often that you can find truly unique game settings, nowadays. Between video game RPGs, tabletop RPGs, books, and artwork, just about every conceivable angle to fantasy and sci-fi settings has been at least briefly visited. However, I will say that when you come to Numenera, you’ll find a setting that’s fresh for your imagination to explore.


Eternity TTRPG Article Shop

Cypher System Combat: (6/10)

I like combat in Numenera/ Cypher System more than I do in most games. I don’t like it as much as in Dungeons and Dragons because I feel the simple numbers in this case (and relatively uninspiring combat options) aren’t really to my liking.


Because there are only three core stats in the Cypher System, you don’t get to really flex your strategy/ tactical muscles very much.

In combat, you mostly end up using abilities within just one of your three core stats. That means you just use one single edge and one single effort, as well. Obviously, you go with whatever stat, edge, and effort have the highest values. Meanwhile, your other two stats (and their edges and effort) get completely neglected.


If your character fails in their main pool (runs out of resource points), chances are that it’s time to run away from the fight. There’s no switching to other stat pools, changing your combat tactics, or finding a creative way to restore your main stat points to fight on, like with a second wind of sorts.


So, fights are a bit one-dimensional in my mind.


Combat is less a question of whether or not you’ll win, and more a question of when you’ll win or lose. Fights are not really a matter of tactics and overcoming your enemy’s strategy so much as it is a matter of stat points, Pools, and Edges.


All that being said, as relatively uninspired as the tactical options provide for players, I do still moderately enjoy the feel of Cypher system combat. Fights feel a lot more complex than they actually are, and it does appear like what you do in combat is meaningful, even though that isn’t really the case.


Game “Flow”: (10/10)

Numenera/ Cypher System is more rules-light than other tabletop RPGs, but still with enough framework to really give you something to hold onto. To me, Cypher System actually has the ideal amount of rules for a good flow state. I always really enjoy playing Numenera/ Cypher System.


When playing, you won’t feel like you often have to reference the rules. Dice rolls are relatively simple, and quick. Your character provides you with just enough material to work with when roleplaying, through your type, descriptor, and focus.


Ultimately, the game is great at getting out of its own way, and at letting players just play.


Numenera and Cypher System Artwork: (10/10)

The artwork looks great. It’s uniform, fits the mood, and is dynamic. Top marks.


Cypher System artwork covers are lot of genres, as the game can be played in many settings. Meanwhile, the artwork for Numenera emphasizes the uniqueness of the setting: you get technology, magic, mystery, and drama.


If you haven’t seen the artwork of either game, and you enjoy fantasy/ sci-fi work, I highly recommend checking it out. I think you’ll find that the art present in Monte Cook’s games are every bit as high-quality and engaging as anything you’d find in a DnD core rulebook.


Ease of Purchase: (9/10)

The Monte Cook Games website is pretty good when it comes to site navigation, and purchase for the rulebook you’re after.

Monte Cook games can also be found on Amazon.


Price & How Many Books Do You Need to Play: (10/10)

To play Cypher System, you need just one core rulebook that goes for $23 as a PDF. If you want a printed version, you’re looking at $70, which still isn’t bad as the print quality is very high.


Numenera can be purchased as a started set for $25, or prices range from $20 for a core rulebook PDF, to $120 for a sort of collector’s edition that comes with two different core rulebooks.


Overall, when it comes to tabletop RPGs, I think the value that Monte Cook provides is top-notch. I like the diversity of pricing options that range from those on a budget, to collectors.


Fame & Availability of Supplemental Material: (9/10)

Surprisingly, many people are not extremely familiar with Numenera or Cypher System. Both games are quite popular in the hardcore tabletop gaming community. Many casual gamers have most likely heard of at least Cypher System, most have not played.


Still, if you’re looking to start up a game of Numenera or Cypher System, it does help that most people are at least familiar with the names.

Both games/ settings come with lots of supplemental material. If you wanted to start up a Numenera or Cypher System campaign, it’d be pretty easy for you to do so.


Numenera and Cypher System are Produced By:

Monte Cook Games


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

November 2, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=WLpxQkh_SVI Transcription DM Pet Peeves === [00:00:00] Welcome back to the Eternity TT RPG YouTube channel, where I go over different things in the tabletop role playing universe from the game my husband and I created to D&D to different tabletops in between. So this go around, I'm gonna talk about something that I think happens in almost every tabletop role playing game. Um, of course, D&D is the biggest in the tabletop role playing genre, so they're gonna be mentioned a bit, right? Um, with any tabletop role playing game, you always have a game master, dungeon master, GM, DM, whichever, you know, you wanna call it and use it, right? And the dungeon master takes so much time creating this beautiful story. This beautiful story with all these encounters, all these puzzles, the strategy, the bosses, and all these backstories, all these NPCs. It's just... It's like you're writing a book without writing a book, right? [00:01:00] So what can get kind of frustrating when you're a DM is that your party starts making decisions that you never expect, y- and you have to think on the fly. So here's some things that your parties do that you just, you kind of look at them and you go like, "Please don't make that decision," or, "Can we get through this?" Right? So one of the things that comes up immediately in my mind is that you spend 20 minutes, 30 minutes, a hour going over, is this an ordinary door or is this a trap? And you're, you're just sitting there like, "Just turn the doorknob. Please turn the doorknob." But you can't say that because, you know, you're trying to create this cool environment for [00:02:00] your players, right? So if you are a player, keep in mind your dungeon masters are not always doing something devious. They're just, you know, they just needed to put a door there 'cause it's going into a building. Please just grab the doorknob. Go in. Okay? Um, other thing that we end up seeing is that every NPC can get treated like a final boss, right? So one thing that's really fun with being a dungeon master is that you do a lot of foreshadowing, right? So this random person that you met in session one could end up coming back in, like, session 10, session 20, and end up being your final boss of the whole campaign. You don't know. So if you don't know as a player, of course, you're gonna be like, "Well, we'll see you again, I bet." Um, so there's a lot of suspicion around every person you encounter when they could just be a normal shopkeep, [00:03:00] right? So the thing about having a high suspicion is that your players, of course, could be really smart, and that's a really good survival strategy. But it's also just another, like, "Hey, guys, come on, it's literally just a shopkeeper that wants to give you this. Like, don't l- don't look too far into it. Please just let me keep going." Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Um Other thing I'm gonna wrap back around for a [00:04:00] minute to, you know, is the door cursed or is it a normal door? When you encounter things like that, or even when you encounter an actual fight, the your players can spend, like, an hour planning how to attack this thing, planning how to attack this, like, goblin foe or whatever, and then it lasts barely two minutes because they spend all that time planning, and then they get to actually, like, encountering and you're just like, "Oh yeah, he's here to lead you here. He's helpful." Like, ugh, it shouldn't take you, as a player, hours to come up with a way to get through something, right? When it is just going to end up being two minutes of the game. Right? So one thing that I tend to talk about a lot, um, in my personal life is how we as a [00:05:00] society, like, we have gone to shorter entertainment. Like, movies are shorter, books are shorter, music is shorter. Like, I remember four or five minute songs, and now we're down to, like, two and a half minutes, right? So that's where I think, like, role playing games are headed a little bit, okay? 'Cause you can spend an hour planning it, your DM can create this masterful campaign, but sometimes we just wanna skip the boring parts. Is that so hard to ask? So moving on, now that I'm off my little soapbox. Um, another thing that we tend to do as players, and I am definitely guilty of this one, is we adopt creatures that the dungeon master isn't expecting, right? You just see this random thing in the woods and decide, "Oh, it's mine," and now the DM has to, like, weave it into the story because you decided to have it, right? So now you just, you just gotta deal with it and roll with [00:06:00] it, and dungeon masters, I'm actually supportive of, of this one, so think on your feet for it. Um, last thing that I wanna cover is that when you're dungeon master, you are thinking of, like, everything from A, B, to Z, right? Going over all the possible outcomes and you think you have them all. You think you have every idea that your players can come up with. And then you don't. Um, perfect example of this, my husband and I were doing a session of, uh, the game that he created, right? And he was DM'ing for me, and this, like, NPC went and kidnapped another NPC using her Nether Night magic, and I was trying to think, "Well, how can I track them down? What can I do?" Because we're in a paved city, obviously no tracks, like, what's gonna work? And one of the abilities that I had, [00:07:00] I inquired if it could detect any magical essence, because I knew that this NPC Nether Night was using magic to disguise themselves and get away faster. And my husband looked at me, and he was like, "That might be the smartest thing you've ever done." And I'm just like, "Okay, cool. I'm glad I figured something out." Um, but that's just a perfect example of how, um, people and your players can figure out something that, like, just works differently, right? Um, so with all of that being said, you know, DMs don't take it to heart, players don't take it to heart, but, you know, somehow we gotta keep meeting in the middle, and that's what makes a good, uh, gaming group. So let me know, as a DM, what's your pet peeve? What's the thing that has just bugged you to no end? Players, what do you think a DM should change, right? And then just [00:08:00] drop any, you know, stories, questions, anything in the comments. Like, comment, subscribe. Let us know how we're doing, and we'll catch y'all next time.
October 30, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=TicIZUlQV08 Transcription IMG_7957 === [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different happenings in the tabletop role-playing universe, from D&D to the game my husband and I are creating. Um, as we all know, it is going on Halloween weekend, which is usually when we all get together with our tabletop role-playing groups and try to do a one-shot adventure. So for all of the last-minute DMs trying to throw something together for their friends, I've got a couple of ideas for you that I am just gonna rapid fire, okay? So first one, you have a haunted house that does not want you to leave. So your party is invited to investigate an abandoned mansion manor where a family mysteriously disappeared. Um, the twist in this is that the house itself changes its layout depending on the party's actions. So the rooms move, doors disappear, and the house seems to, [00:01:00] like, know the party's secrets somehow, right? Um, different encounter ideas in here is gonna be, like, animated f- um, furniture, possessed portraits, um, secret locations, and the, like, finale can be the house itself is a monster, so you have to, you know, figure out how the monster stays alive and how you can get out. Um, second one, we have the village that celebrates Halloween every night. So your, uh, tabletop role-playing party arrives at a village where everyone is celebrating a strange festival. However, nobody remembers the previous night, and the festival repeats it every single night. So you get Halloween every night. So you have different, like, strange villagers going on. You can start incorporating other, um, you know, Halloween things like scarecrows and werewolves and, [00:02:00] um, jack-o-lan-lanterns. Um, so then also finale with this one, your party discovers that the village is trapped in a curse, and you have to break the ritual before midnight of any given night that you're there. Cool. Um, third one, something is hunting in the woods. This is where we get our werewolves, our spiders, you know, all of our creepies. So travelers have gone missing near a forest, and the party's hired to investigate. So something can be following your party into there, but they never get a clear look at what is following them. So you start dealing with, like, false tracks and abandoned campsites, strange noises, and different things like that. You can even throw in environmental hazards in there, like a river, a bog, um, quicksand, that corn-- sort of stuff. Um, finale of this, a terrifying creature corners the party, and you have to choose how [00:03:00] to get past it. Um, moving on, the Last Night at the Graveyard. So local graveyard keeper hires the party to protect the cemetery during a night when the dead are supposed to rise. Um, twist with this, the undead aren't attacking randomly. They're all trying to, like, reach a certain spot, so you're trying to figure out how do you get to that spot, right? Um, you can have your skeletons, restless spirits, zombies, different kind of puzzles around the crypts and around the grave sites. Um, finale with this, the party uncovers the secret about the person buried there and why the dead are so desperate to get to them. Final one that I'm gonna try and finish this rapid fire off with is a Carnival of Curses. So a mysterious traveling carnival arrives outside of the town that you're at, and the visitors enter smiling, but nobody leaves quite the same. So the twist with this is, like, every [00:04:00] attraction is a magical challenge, and the carnival owner is collecting something from every visitor, so it could be, like, collecting their soul, their spirit, um, or you could go a bit more morbid with it and collecting, like, different parts maybe. Um, so encounter ideas with this is gonna be, like, cursed mirror maze, a rigged fortune teller, enchanted games, creepy performers like Cirque du Soleil style. Um, finale with this, the party has to defeat the carnival owner or escape the carnival itself. So that was super quick. There was five ideas for you to try and make a one-shot, hopefully before your, uh, one-shot this weekend. If not, you can always revisit this and do it anytime. I mean, why not have a fun one-shot to, like, break up what you're doing with your D&D group? So as always, like, comment, subscribe, drop different ideas down below, and we will catch y'all next time. See ya.
Woman in blue shirt speaking in a room with shelves of books, figurines, and a plush toy behind her.
By Jacob Tegtman • October 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=dTjh_PsRn3o Transcription Welcome back to Eternity TTRPG YouTube channel, where we talk about the world of Eternity as well as other tabletop role-playing games, D&D, and all the stuff in the genre that we can find. So this go around, ~I know it's been a little while since we posted, but ~I wanted to go ahead and just do something that I think everyone can get behind, which is talking about monsters that you find in tabletop role-playing games. ~Um, ~you're obviously gonna have your classic monsters that you see in D&D, and then we can just branch out from there, right? So reason this is coming up is that with the Sparks of Eternity Emanation, ~um, ~which is going really well, it's where you have your different classes, ~um, ~fighting each other to a duel to the end, right? ~And that's been great. It's been going great. ~We have a lot more classes in the works, but we were wondering, well, what could be next? And that's when you start looking at, like, armor, races, monsters, ~um, ~and, like, items and stuff, right? Because that's what makes a campaign happen is when you add all [00:01:00] of these things in. ~Um, ~so with that in mind, we started thinking monsters. ~Instead of having this PVP experience, we're talking, we're looking at more of a cooperative experience ~So now we're thinking classic monsters, and that has got to be the most classic of them are all is gonna be dragons, right? ' Cause you have anywhere from your dragon with the wings, fiery breath, always guarding something, guarding their pile of gold, or holding someone captive, or something like that. You're always gonna find that in any kind of mythology, lore, D&D campaign. Like, it's just... It's your classic thing. So how can we take this classic thing and switch it up a little bit? And this is where we started to wonder with our game design where to go, and we're still fleshing that out. ~Um, but I see great things in the works with it, right?~ Taking a classic thing and going a different direction. ~Um, ~other classic thing when you think of D&D monsters has got to be the mimic. ~Um, ~so that is, of course, [00:02:00] gonna be your shape-changing predator, right? You're going through a dungeon, you find a treasure chest, you think it's a normal chest, and turns out it's a mimic and it's trying to bite your face off. ~Total classic thing. Um, ~so how can we change this up? Is there a way to change up this D&D thing? ~Um, ~with that, my mind goes to what other inanimate objects can it become. Is it always gonna be your treasure chest, or could it be a table in the room? Or perhaps a weapon next to a, ~um, ~next to a skeleton, right? Because then you get this idea of, well, what if this, ~uh, ~sword just starts wielding on its own. ~Anyway, cool thought. But, you know, I just... ~It's fun to take things that you think are one way and just shift them completely, and I think that what... That is what makes the entire genre of tabletop role-playing so great is that we do take these different ideas, expand them, change them, and create something new. Eternity TTRPG has released a card game battler [00:03:00] which emulates combat from the tabletop role-playing genre. Sparks of Eternity Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities which everyone plays at the same time so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. ~Um, ~other D&D classic things has got to be the beholder. ~Um, you know, ~your floating eye with random tentacles coming off of it, right? That's what I think of when I think of a beholder. And I feel like that is used so much to depict what D&D is, and when I see that, all I think is D&D. I never go to anything else. So with those thoughts in mind, we have been trying to decide does [00:04:00] the world of Eternity, Sparks of Eternity, have a monster that just defines Eternity Or do we have, you know, an art style that defines it or, you know, ~just, ~just something that makes it different. And, you know, as always, I'm behind the scenes 'cause I get to be with the game maker and see all of his, ~uh, ~gears rotating, right? ~So I see things coming. I'm very excited to share those eventually. I do see that coming down the line. Um, ~but in the meantime, drop any ideas for monsters that you have below that you want to see, that you have seen, any ideas, just something. You know, use it as a giant brainstorming session. ~Um, ~as always, like, comment, subscribe. Let us know how we're doing. Give me any ideas you wanna see for upcoming news and we'll catch y'all next time.
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