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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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<blockquote data-quote="the_dunner" data-source="post: 1718782" data-attributes="member: 19753"><p>I find the Shadowrun game world to be one of the most immersive and enthralling game worlds to date. Over the last 15 years, FASA and now FanPro have developed a tremendously detailed world with an awful lot of attitude. I've been playing the game on and off for most of that time, and like to think I've got a fairly decent handle on both the game and the setting.</p><p></p><p>As others have said, if you want to learn Shadowrun and play it, start off with the third edition core rules, and go from there. There are a few things that would work well in a d20 conversion, but quite a few that don't seem to translate well. While the Shadowrun rules are clunky and quite different from the d20 rules, they do have a bit of their own charm.</p><p></p><p>A few points that I'd looked into while considering a conversion:</p><p></p><p>-There's a LOT of cyberwear out there for Shadowrun, there's not a lot out there for d20. Working up the conversions for a decent amount of Shadowrun gear would be non-trivial.</p><p></p><p>-After looking through OGL Cybernet and d20 Future for cybernetics rules, I don't think either of these really fit with the Shadowrun setting. Shadowrun needs a hard cap to the amount of cybernetics that a user can have to carry through its "look and feel."</p><p></p><p>-Grim Tales could do a decent job of reflecting how drain works for spellcasting in Shadowrun. However, Shadowrun spellcasters start off quite a bit more powerful than they do in d20. Further, I'm not aware of any d20 system for spirit summoning that could reflect spirits in Shadowrun.</p><p></p><p>-Initiative is one of the better aspects of the Shadowrun game, and it does a good job of reflecting the edges given by cybernetics and magic. Converting this to d20 and having it remain (somewhat) balanced would be a non-trivial issue.</p><p></p><p>-Character generation in Shadowrun is munchkin-esque, but it's a system with a lot of tweaks in the interest of game balance. Translating those tweaks to d20 would be challenging.</p><p></p><p>-Shadowrun's system allows for fairly find distinctions in damage codes between different weapons -- far more distinction than is found in d20 Modern. While I'm not terribly picky about this one, the gun nuts in your gaming group may be.</p><p></p><p>-I generally find the Decking issues to be moot. While I love the idea of Matrix runs and Deckers, I find that decking isn't a good use of time during a game session. (Too much focus on a single player for an extended period of time.) So, while OGL Cybernet *might* have a workable system for this, it's something that I'd blow off either way.</p><p></p><p>I'm sure I'm forgetting some issues, but those are the most important ones that came to mind when I looked into options for a conversion.</p></blockquote><p></p>
[QUOTE="the_dunner, post: 1718782, member: 19753"] I find the Shadowrun game world to be one of the most immersive and enthralling game worlds to date. Over the last 15 years, FASA and now FanPro have developed a tremendously detailed world with an awful lot of attitude. I've been playing the game on and off for most of that time, and like to think I've got a fairly decent handle on both the game and the setting. As others have said, if you want to learn Shadowrun and play it, start off with the third edition core rules, and go from there. There are a few things that would work well in a d20 conversion, but quite a few that don't seem to translate well. While the Shadowrun rules are clunky and quite different from the d20 rules, they do have a bit of their own charm. A few points that I'd looked into while considering a conversion: -There's a LOT of cyberwear out there for Shadowrun, there's not a lot out there for d20. Working up the conversions for a decent amount of Shadowrun gear would be non-trivial. -After looking through OGL Cybernet and d20 Future for cybernetics rules, I don't think either of these really fit with the Shadowrun setting. Shadowrun needs a hard cap to the amount of cybernetics that a user can have to carry through its "look and feel." -Grim Tales could do a decent job of reflecting how drain works for spellcasting in Shadowrun. However, Shadowrun spellcasters start off quite a bit more powerful than they do in d20. Further, I'm not aware of any d20 system for spirit summoning that could reflect spirits in Shadowrun. -Initiative is one of the better aspects of the Shadowrun game, and it does a good job of reflecting the edges given by cybernetics and magic. Converting this to d20 and having it remain (somewhat) balanced would be a non-trivial issue. -Character generation in Shadowrun is munchkin-esque, but it's a system with a lot of tweaks in the interest of game balance. Translating those tweaks to d20 would be challenging. -Shadowrun's system allows for fairly find distinctions in damage codes between different weapons -- far more distinction than is found in d20 Modern. While I'm not terribly picky about this one, the gun nuts in your gaming group may be. -I generally find the Decking issues to be moot. While I love the idea of Matrix runs and Deckers, I find that decking isn't a good use of time during a game session. (Too much focus on a single player for an extended period of time.) So, while OGL Cybernet *might* have a workable system for this, it's something that I'd blow off either way. I'm sure I'm forgetting some issues, but those are the most important ones that came to mind when I looked into options for a conversion. [/QUOTE]
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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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