Gamers excited for a cyberpunk adventure in Cyberpunk 2077 should try its TTRPG source to get that "authentic" immersion. After all, Cyberpunk 2077 implemented many concepts from Cyberpunk 2020 and the upcoming Cyberpunk Red. As such, it makes sense for players to at least try and immerse themselves in the original material.

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Unfortunately for new players, many features in Cyberpunk 2020 might seem overwhelming. After all, systems like Dungeons & Dragons just keep everything bundled in a few skills and proficiency. Moreover, players of Cyberpunk 2020 would notice a lot of numbers to track, especially since the Interlock system tries to encapsulate cybernetics, hacking, and fast-paced action in the game. What are some pro tips to get a newcomer's Cyberpunk game up to speed?

10 Specialize In Particular Skills

In Cyberpunk, style rules over substance, and this harsh world needs its Edgerunners to handle all sorts of tasks. With 10 Attributes and a ton of Skills, players would want to be good in everything "just to be sure." However, Edgerunners have limited starting resources and face a ton of risk getting more. As such, players should ideally pick skills their Roles specialize in.

For instance, a Medtech gets the Medical Tech skill exclusive to their Role. As support, they should consider Int-based (e.g., Diagnose Illness, Biology) and Tech-based (e.g., First Aid) skills with a Ref-based skill (e.g., Dodge & Escape, Handgun) for combat. This seems like a rather "focused" build, but this takes full advantage of Medtech's resources.

This consideration matters, as Skill Checks tend to be numbers-intensive. When Edgerunners make a Skill Check, they take the related Attribute and add one appropriate Skill before making a 1d10 roll. Afterward, players add modifiers related to resources such as Cybertech and remove difficulty modifiers. As such, instead of investing in too many Skills, Edgerunners should consider investing a lot in a few special Skills instead.

9 Always Take Cover

As Edgerunners know, dying is easy in Cyberpunk. However, they don't always have to fight face-to-face. In a world filled with firefights, Cyberpunk encourages players to take cover.

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Damage "bounces" off cover if the damage is equal to or lower than the cover's Stopping Power (SP). This advantage can easily render a lot of bullets from enemy fire useless. However, Referees (GMs) need to subtract 1 SP to the cover whenever it gets to block an attack. Unfortunately, this also means players need to think fast and act fast even if they have cover protecting them.

8 Wound To Disrupt, Not Kill

Players can get easily frustrated when they notice their shots don't kill opponents. However, players need to remember that Cyberpunk 2020 implements wound conditions for all creatures. This caveat means getting to certain levels of health have different penalties.

For instance, creatures with Serious injuries suffer a -2 Ref in their checks. Meanwhile, Critical injuries reduce Ref, Int, and Cool to half value (rounded up). Lastly, Mortal wounds reduce Ref, Int, and Cool to 1/3 (round up).

As such, Edgerunners should consider investing just enough to cause Critical and Mortal injuries for enemies to already have a hard time with their checks. Moreover, the chances of Stun/Shock Saves failing per injury can disrupt enemy turns.

7 Stun/Shock Saves Mean Damage Isn't Just A Number

Aside from different levels of injury, getting wounded forces creatures to make Stun/Shock Saves. This mechanic is the game's way of reminding players that wounds cause mental strain to those who suffer them. Likewise, this mechanic can put enemies out of commission quickly for quick exits.

Stun/Shock Saves happen after getting injured. Creatures who roll this need to get a roll equal or under their Body Type Modifier to avoid passing out. They need to roll a 1d10 and subtract their wound state value to the number. The worse the wound state, the harder the Stun/Shock save becomes as a negative roll result will incur an automatic fail.

6 Death Saves Will Be Everything They'll Do

Creatures suffering a Mortal wound immediately have to make Death Saves. Failing this Death Save results in death. Death Saves have requirements similar to the Stun/Shock Save, where sufferers need to roll a 1d10 and have a result equal or lower to their Body Type Modifier score. This time, the chance rate needs to subtract points according to their wound state (0-8).

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For instance, a Very Strong character with a Mortal 4 wound needs to roll equal to or lower than 6 (calculation is 10-4) to survive. This caveat means players can simply aim to strike bosses and grant them Mortal wounds, and they'll be able to do their business.

5 Call Shots When They Matter

Most Edgerunners find themselves remarkably good shots and players should take advantage of this. While most hit shots require the Referee (GM) to roll where they hit in the opponent's body, players have the option of "calling" shots. This mechanic enables Edgerunners to aim at a specific body part. However, calling shots will give players a -4 penalty to their attack check.

Unfortunately, this -4 penalty sounds too much of a risk. Then again, a successful headshot automatically deals double damage. Players who plan on making Solos and other combat-oriented Edgerunners should consider investing heavily in the skill that suits their firearm of choice. If possible, Edgerunners should boost their firearms checks with a Smartgun Link and Targeting Scope.

4 Consider Automatic Weapons

Thankfully, Cyberpunk offers a wide range of weapon offerings for Edgerunners who want to raise hell on opponents. However, they should consider getting automatic weapons for their multi-fire offerings. For instance, a three-round burst gives players +3 to hit to close and medium range. This ability lets them go fast and loose when cornered. Players using this should roll 1d6/2 to check how many rounds hit opponents.

Meanwhile, full-auto attacks cannot benefit from taking aim or scopes. When attacking more than one target, players need to divide the ROF of their weapon with the total targets (round down). Attacking in close range grants +1 to the attack total, while players subtract -1 if it's in any other range.

Lastly, suppressive fire causes a fire zone that enemies should save against or risk getting hit. They should take an Athletics + Ref + 1d10 to make a save. Players set the challenge rating for their fire zone by Rounds/Width of the zone in meters.

3 Break Body Parts With Shots

Aside from the double damage of headshots, Edgerunners can break limbs of opponents by dealing enough damage to a particular body part. For instance, Edgerunners that deal more than eight damage to a limb area in a single attack can crush that particular limb.

Unfortunately for the recipient, having a crushed limb will go to the Mortal 0 state and would have to make a Death Save. Moreover, sustaining more than eight damage points through headshot results in an instant kill. This advantage explains why a -4 penalty in Call Shots might be a worthwhile risk.

2 Take Extra Actions To Cover All Bases

cyberpunk 2077 shootout

Unlike games like D&D with limited numbers of actions per turn, Cyberpunk allows players to make multiple actions at a penalty. Whenever players want to take extra actions in a turn, they need to do so with a -3 penalty. They suffer an additional -3 penalty whenever they make extra actions on top of their original action in the turn.

Similar to calling shots, taking extra actions might seem like a gamble for most players. However, in crucial times such as running away from enemies or jacking a vehicle, these extra actions might be the saving grace players need.

1 Consider Investing In The Luck Stat

Players coming from games like D&D know Attributes define their character's base characteristics. And thanks to Luck, a player's Edgerunner might just have an edge with risky choices. As a special mechanic from the Interlock system, players can spend points in their Luck stat to augment checks. Think of it as Edgerunners calling on Lady Luck to tip the scales on their favor.

Since Cyberpunk relies on style, attitude, and "edge," players are always encouraged to take risks and stay stylish. The usual Luck mechanic needs players to declare how much Luck they're adding before the roll. This requirement adds an element of risk, as players need to decide if this check is significant enough for a Luck boost. Luck points get replenished before the session ends.

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