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.


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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.

Critical Role Campaign 4, Episode 1 summary. A blindfolded, green-skinned humanoid with a castle-topped head, and gold logo.
By Jacob Tegtman November 5, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6-EVzgJ_nSs Transcription It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&D space – this time, with quick summaries of the Critical Role 4 campaign thus far.  Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode. Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures. So with that, today we jump into Episode 1 — The Fall of Thjazi Fang. The campaign opens in Dol-Makjar ( doll mak-JAR), in the land of Kahad [ KAH-had] (in the world of Aramán [AH-rah-man]). Thjazi Fang , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory. Arcane Marshal Azune Nayar (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope. As Thjazi is led to the gallows, he speaks telepathically with his brother Halandil ( ha-LAN-dil) Fang “Hal” Fang , who is in the crowd. Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged. The crowd reacts with grief, shock, and political tension. After the execution, Hal readies a farramh (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter Shadia ( SHAH-dee-uh), members of his theater troupe, and guests. Thaisha Lloy ( THAY-sha Loy), an orc druid, and Occtis Tachonis ( OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi. Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi. Azune brings Thjazi’s body to the wake. Teor Pridesire (TEE-or pry-de-SEER) and Commander Loza Blade (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion. Wicander ( wi-KAN-dur HAL-o-var ) “Wick” Halovar and Aspirant Tyranny (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the Candescent Creed ( kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution. Wick reveals he pleaded with his grandmother, Photarch Yanessa Halovar , to spare Thjazi — but was rebuffed. Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries. Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle. Azune and Occtis piece together how the rescue chain broke. They head out to find Thimble , a fairy rogue and Thjazi’s close friend. In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted. Kattigan Vale , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the Stone of Nightsong was stolen from Thjazi’s safehouse. Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi. Back at the wake / gathering place (the Rookery): Bolaire Lathalia , a warlock / curator, arrives to support Hal. Aranessa Royce ( uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with Sir Julien Davinos ( sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment. Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha. Murray Mag’Nesson (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction. Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him. Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar. As night falls, Vaelus , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of her property — the Stone of Nightsong, stating that Thjazi stole it. It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked. In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face. Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected. The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue. We’re left with a firm reminder of the world’s lore: the Shapers (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power. The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why. “So what can we learn from The Fall of Thjazi Fang? First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through. Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure. And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come. If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign. And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm. If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it. Until then — let your dice fly, and may your stories be legendary.
D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
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