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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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<blockquote data-quote="Andrew D. Gable" data-source="post: 1715598" data-attributes="member: 4144"><p>Mustrum hit on most of the problems I encountered. Magic, lethality, HP bloat. Plus, I think in hindsight the whole level system isn't that great for Shadowrun. </p><p></p><p>Another problem that Mustrum missed, at least for me, was implementing the whole decking aspect. For that, I eventually ran with the normal hacking rules in Modern and they seemed to work OK. Personally, I thought the Spycraft classes worked well, with a bit of fiddling to make them into Shadowrun archetypes - the Wheelman became a rigger with only a bit of fooling. But, yeah, overall magic was the biggest problem.</p><p></p><p>I didn't use Urban Arcana because it hadn't come out when I did the translation. Future likewise, I can't say as I haven't seen it. I know there's cyber rules, and the mecha rules might be good for making drones and things. </p><p></p><p></p><p>You could get by easily with just the New Seattle book, but I like to supplement it with the old Seattle Sourcebook, since I think the old one goes into locations and such better. The new one, meanwhile, is practically indispensible when it comes to Tongs, Yakuza, Mafia, and Seoulpa Rings. </p><p></p><p>Shadows of North America/Europe are good for supplementing your existing books (changes in Tir Tairngire and CalFree, for instance) and especially for giving you a feel for the nations that aren't really detailed so far (Quebec and the Czech Republic, for instance).</p></blockquote><p></p>
[QUOTE="Andrew D. Gable, post: 1715598, member: 4144"] Mustrum hit on most of the problems I encountered. Magic, lethality, HP bloat. Plus, I think in hindsight the whole level system isn't that great for Shadowrun. Another problem that Mustrum missed, at least for me, was implementing the whole decking aspect. For that, I eventually ran with the normal hacking rules in Modern and they seemed to work OK. Personally, I thought the Spycraft classes worked well, with a bit of fiddling to make them into Shadowrun archetypes - the Wheelman became a rigger with only a bit of fooling. But, yeah, overall magic was the biggest problem. I didn't use Urban Arcana because it hadn't come out when I did the translation. Future likewise, I can't say as I haven't seen it. I know there's cyber rules, and the mecha rules might be good for making drones and things. You could get by easily with just the New Seattle book, but I like to supplement it with the old Seattle Sourcebook, since I think the old one goes into locations and such better. The new one, meanwhile, is practically indispensible when it comes to Tongs, Yakuza, Mafia, and Seoulpa Rings. Shadows of North America/Europe are good for supplementing your existing books (changes in Tir Tairngire and CalFree, for instance) and especially for giving you a feel for the nations that aren't really detailed so far (Quebec and the Czech Republic, for instance). [/QUOTE]
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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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