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d20 Shadowrun conversions - would it be worth it?
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<blockquote data-quote="Cergorach" data-source="post: 1770594" data-attributes="member: 725"><p>Why use D20 rules instead of SR D6 rules:</p><p></p><p>1.) The marginally less complex rules. Some say that SR is rules heavy, i think they are right, but not more so then D20 with SR style magic rules, cyberware, guns, netrunning, etc.</p><p></p><p>2.) Familiar rules, almost everyone (atleast on here) has played or is playing D&D (or D20 variant), that makes moving to a new setting with slightly different rules a lot easier. As a result the treshold of starting a D20 SR game would be a lot lower. I know for a fact that my current group wouldn't be interested in learning a new rules set just to try out SR, mostly due to limited time.</p><p></p><p>3.) The D6 system behaves freakishly at different target numbers, standing five meters closer to the target means the difference between 6 successes and 2 successes. A kill or a miss. This makes gauging situations extremely difficult for the DM, not to mention that due to the amount of dice, good/bad luck makes a huge difference. Throwing six dice and all turn up six might kill a character or npc instantly, all ones might kill the person holding the gun, it's kind of like playing russian roulette. Which might sound fun and 'realistic', but it's a huge game disturber. A D20 is a lot more predictable compared to a fistfull of D6.</p><p></p><p>4.) A D20 version is bound to attract a new crowd to SR, it badly needs a new crowd because the old crowd are a bit to stuck in their own ways (i would go as far as to say that they've become stagnant).</p><p></p><p>Overall i think that making a full coler hardcover 320 page SR D20 rulebook will reap a nice profit with a big pool of new players. Most sourcebooks (except the core books) already have seperated fluff frome crunch, so adding a section with D20 rules would appeal to a lot of new SR fans. New SR fans means more sales, more sales means that the price per unit can go down and thus paying for the extra rules section.</p><p></p><p>For example:</p><p>State of the Art - 2063 is a 128 page rulebook, 32 pages of which are centered on SR D6 rules. It costs $19.95. If you would add another 32 page section of D20 SR rule (i think i could fit it in 16 pages but let's stick with 32), you'll get a 160 page book. If the increase of fanbase would be 25% i think that the average print cost per book would be about the same (more units printed means that the price per unit goes down), but the profit margin goes up. Not to mention that you would have more cash to spent on writing and artwork (let's be honest, designing rules for D20 is a lot easier then designing rules for SR D6).</p><p></p><p>I think the problem is that Fanpro is actually listening to all the people saying that they won't buy any products if SR would also have a D20 version. I personally think that most of these 'screamer's (as i call them) are nothing more then hot air, i've hung around a lot of them for a time. I think that they would sing differently when there's suddenly more money available for SR development.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 1770594, member: 725"] Why use D20 rules instead of SR D6 rules: 1.) The marginally less complex rules. Some say that SR is rules heavy, i think they are right, but not more so then D20 with SR style magic rules, cyberware, guns, netrunning, etc. 2.) Familiar rules, almost everyone (atleast on here) has played or is playing D&D (or D20 variant), that makes moving to a new setting with slightly different rules a lot easier. As a result the treshold of starting a D20 SR game would be a lot lower. I know for a fact that my current group wouldn't be interested in learning a new rules set just to try out SR, mostly due to limited time. 3.) The D6 system behaves freakishly at different target numbers, standing five meters closer to the target means the difference between 6 successes and 2 successes. A kill or a miss. This makes gauging situations extremely difficult for the DM, not to mention that due to the amount of dice, good/bad luck makes a huge difference. Throwing six dice and all turn up six might kill a character or npc instantly, all ones might kill the person holding the gun, it's kind of like playing russian roulette. Which might sound fun and 'realistic', but it's a huge game disturber. A D20 is a lot more predictable compared to a fistfull of D6. 4.) A D20 version is bound to attract a new crowd to SR, it badly needs a new crowd because the old crowd are a bit to stuck in their own ways (i would go as far as to say that they've become stagnant). Overall i think that making a full coler hardcover 320 page SR D20 rulebook will reap a nice profit with a big pool of new players. Most sourcebooks (except the core books) already have seperated fluff frome crunch, so adding a section with D20 rules would appeal to a lot of new SR fans. New SR fans means more sales, more sales means that the price per unit can go down and thus paying for the extra rules section. For example: State of the Art - 2063 is a 128 page rulebook, 32 pages of which are centered on SR D6 rules. It costs $19.95. If you would add another 32 page section of D20 SR rule (i think i could fit it in 16 pages but let's stick with 32), you'll get a 160 page book. If the increase of fanbase would be 25% i think that the average print cost per book would be about the same (more units printed means that the price per unit goes down), but the profit margin goes up. Not to mention that you would have more cash to spent on writing and artwork (let's be honest, designing rules for D20 is a lot easier then designing rules for SR D6). I think the problem is that Fanpro is actually listening to all the people saying that they won't buy any products if SR would also have a D20 version. I personally think that most of these 'screamer's (as i call them) are nothing more then hot air, i've hung around a lot of them for a time. I think that they would sing differently when there's suddenly more money available for SR development. [/QUOTE]
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