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d20 Shadowrun conversions - would it be worth it?
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<blockquote data-quote="coyote6" data-source="post: 1771186" data-attributes="member: 1225"><p>I don't know if SR itself would be well-served, but I wouldn't mind a GURPS or d20 version. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd probably prefer GURPS over a standard d20 conversion, largely because I don't think the things associated with levels (e.g., ever increasing hp, limited skill points, etc.) would work for me, for SR. A d20 conversion that departed from some norms could work, though.</p><p></p><p>I do think it would be difficult to really capture the flavor or SR, in some ways. Specifically, the peculiar metaphysics of SR -- I think any successful adaptation would have to retain SR's metaphysics, and that means all the stuff about mana bolts vs. power bolts, the difficulty of affecting tech with magic, initiates being more powerful, etc.</p><p></p><p>The other thing that would be tough to do is speed -- in SR, speed is king. Wired reflexes (or some magical or biological variation thereof) is really, really useful. Now, I wouldn't mind seeing it toned down some (it would be nice if Joe Normal was just a little more useful & survivable in a fight), so a straight "Wired reflexes gives Accelerated Time Rate/extra partial actions" would be overkill (shades of SR 1e, where one wired guy could kill whole squads before the normals got to react); but the wires should still be really useful somehow.</p><p></p><p>All that's a pretty tough balancing act, without making some hefty changes to GURPS or d20.</p><p></p><p>Now, doing a SR-ish game with d20 or GURPS, but with different metaphysics, would be much easier. Not the same, though, IMO.</p><p></p><p>(And GURPS is easy to tweak into cinematic-ness; you just have to avoid getting hit or seriously hurt. Ergo, let people do things (spend FP, character points, or some kind of hero/action/karma points) to boost Dodge and reduce damage (Only a Flesh Wound!) IMO.)</p></blockquote><p></p>
[QUOTE="coyote6, post: 1771186, member: 1225"] I don't know if SR itself would be well-served, but I wouldn't mind a GURPS or d20 version. :) I'd probably prefer GURPS over a standard d20 conversion, largely because I don't think the things associated with levels (e.g., ever increasing hp, limited skill points, etc.) would work for me, for SR. A d20 conversion that departed from some norms could work, though. I do think it would be difficult to really capture the flavor or SR, in some ways. Specifically, the peculiar metaphysics of SR -- I think any successful adaptation would have to retain SR's metaphysics, and that means all the stuff about mana bolts vs. power bolts, the difficulty of affecting tech with magic, initiates being more powerful, etc. The other thing that would be tough to do is speed -- in SR, speed is king. Wired reflexes (or some magical or biological variation thereof) is really, really useful. Now, I wouldn't mind seeing it toned down some (it would be nice if Joe Normal was just a little more useful & survivable in a fight), so a straight "Wired reflexes gives Accelerated Time Rate/extra partial actions" would be overkill (shades of SR 1e, where one wired guy could kill whole squads before the normals got to react); but the wires should still be really useful somehow. All that's a pretty tough balancing act, without making some hefty changes to GURPS or d20. Now, doing a SR-ish game with d20 or GURPS, but with different metaphysics, would be much easier. Not the same, though, IMO. (And GURPS is easy to tweak into cinematic-ness; you just have to avoid getting hit or seriously hurt. Ergo, let people do things (spend FP, character points, or some kind of hero/action/karma points) to boost Dodge and reduce damage (Only a Flesh Wound!) IMO.) [/QUOTE]
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