D20 Shadowrun Gets a whole lot easier

Mustrum_Ridcully said:
Why don`t you just use the origal system, then?

Obviously because I don't like it.

I could rant for hours about the 18D6 dice pool and the statistical blind spot created by the 6-7 equality but that is neither the time or the place.
 

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Mal Malenkirk said:
I could rant for hours about the 18D6 dice pool and the statistical blind spot created by the 6-7 equality but that is neither the time or the place.

If the statistical blindspot would be the biggest problem i would be estatic! The scarry big buckets of dice to resolve combat is what IMHO is 'wrong' with SR (in any of it's three incarnations).

'wrong' is in this case difened as not liked by my group, and it seems by many rpg groups if the net is any indication.

I'm currently working on a rules set that is ideal for a cyberpunk/fantasy setting, th idea is to make the whole rules set OGL, so that it can be published without legal repercusions...
 

Cergorach said:


If the statistical blindspot would be the biggest problem i would be estatic! The scarry big buckets of dice to resolve combat is what IMHO is 'wrong' with SR (in any of it's three incarnations).

'wrong' is in this case difened as not liked by my group, and it seems by many rpg groups if the net is any indication.

I'm currently working on a rules set that is ideal for a cyberpunk/fantasy setting, th idea is to make the whole rules set OGL, so that it can be published without legal repercusions...

And of course Shadowrun is an odd animal.
I disliked and gave up on the first edition.
Really liked the second edition.
Disliked the 3rd edition, but found it playable.
 

By the way Tensen, for my purposes in working on the Shadowrun conversion (and as a quick fix for my new players) I bought the Cyber Style from RPG now, thank you for the singular read. (though I had some problems with some of the layout)

And if you are still interested I would be willing to send the little I have of the D20 Detectives stuff to you for whatever you want to do with it, after a try at getting it going I have just plain given up.
 

Personally I plan on keeping things such as BAB, and the saves

I see the Hit Points (and how much a person can take) as a question of

SW Wound system, D&D 3e HP system, or M&M Damage System or the Original Vitality chart from SR

In the matter over Class Vrs. Classless I personally feal that Class works better with the D20 System. Though writing those classes would be a chore of imaginative granduer. It would have to be a give and take, literally what would a Street Samurai get as Class abilities (and even this is questioned should a SS be a PrC or a CC)

Some things however are easy

All Characters should get at Character Creation 3 Contacts (from a list much the same as the one in the SR 2nd Edition HB)

A Decker is still a guy who is good at hacking an IC
A Rigger is still a woman who grew up liking Remote Control Toys
and an Orc Mercenary still likes things that go BOOM...


There are some things that I would not even try to handle I.E. Magic system.

The Cyber Style system treats there Net Runner class as a variant type of magic almost with APPS replacing spells.

Perhaps that is the beginning of the answer for the matrix.
 

I am going to start tearing away at this compilation site

HERE




First Off RACES


Human: Same as Player's Handbook

Fine as is

Dwarf: +1 STR, -1 DEX, +2 CON, -2 CHR. No Stonecunning, no racial bonus to attack orcs & goblins, no dodge bonus against giants, retains bonus to Appraise and Craft. Favored Class: Tech.

I have a problem with not replacing the Stonecunning with something to do with mechanical stuff.

And favored class should be Rigger


Elf: -1 STR, +2 DEX, -2 CON, +2 CHR. No automatic prof. with Swords and Bows. All other special abilities the same. Favored Class: Wizard.

No Prob here cept again I feel that what is taken away should have something to fill it perhaps a single weapon proficiency feat (player's choice)

And FC should be Decker, or Mage

Orc: Same as half-orc in Player's Handbook. Favored Class: Street Samurai.

NP cept the FC should be FC Mercenary, or Street Samurai

Troll: +4 STR, +2 CON, -2 DEX, -3 INT, -3 CHR. Large Creature (-1 AC, -1 Att. Bonus, 10ft Reach), Natural Armor +4, Bonus Feat: Toughness. Favored Class: Ganger.

Reduce the NA to +2
FC Mercenary, or Street Samurai
Remove bonus feat toughness
 
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ABOUT THE ABOVE POST

I Think that the races should be more balanced (as far as ability mods) And all characters should start with an Essence of 6.0 or something similar.

Classes

I know the opinions of everyone who has posted here, so with that in mind the Classes should be as followed (this is a short hand class work up)(IF indeed HD is used as the Damage system)

Decker-

HD d6
BAB as Cleric
Good Saves Fort, and Will Poor Saves Ref
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6

Class Skills: (Like the Rogues, but for the SR world)

Skill Points for 1st Level (8+Int Modifier) x 4
Skill Points for each level after first 8+ Int Modifer

Starts with Deck (still to be rules designed) The deck type depends on his Lifestyle choice, and his starting tech.

Abilities should have things to do with Running in the matrix, and Decking in General.

Rigger-

HD d4
BAB, as Wizard
Good Saves Ref, and Will Poor Saves Fort
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6

Class Skills ( Bard Like Skill List)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer

Class Abilities:
Abilities that will help to operate ROV's, whether they are Drones, or Robots, or Rigged Vehicles.

Mercenary-

HD d10
BAB, as Fighter
Good Saves Fort Bad Saves Ref and Will
Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10

Class Skills (As fighter list)
Skill Points for 1st Level (2 + Int Modifier) x 4
Skill Points for each level after first 2 + Int Modifer

Class Abilities: Mostly the same as a Fighter from the PHB
Perhaps at 1st level the Merc gets 1 more contact than normal
or his abilities go like so.

1. Contact, 2. Bonus Feat 3.----4. Contact, 5. Bonus Feat ...


Street Samurai

HD d10
BAB as Monk
Good Saves: Fort, Ref Bad Will
Rep [1] +1 [2] +1 [3] +2 [4] +2 [5] +3 [6] +3 [7] +4 [8] +4 [9] +5 [10] +5 [11] +6 [12]+6 [13]+7 [14]+7 [15] +8 [16] +8 [17] +9 [18] +9 [19] +10 [20]+10

Class Skills (As fighter list with a few extra's)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer

Abilities

Starts with +2 Cybernetic Implants (From the Starting Cyberware SS List) The Contact progression of the Merc, and a few enhancement abilities ( Like Enhance Scent, or Enhance Vision) or what have you.

Full Mage (Wizard Style)

HD d4
BAB: As Cleric
Good Saves Fort, & Will Poor Saves Ref
Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10

Class Skills (As a Wizard)
Skill Points for 1st Level (6 + Int Modifier) x 4
Skill Points for each level after first 6 + Int Modifer

Street Mage (Sorcerer Style)

HD d6
BAB: As Rogue
Good Saves Ref, & Will Poor Saves Fort
Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6

Class Skills (As a Wizard)
Skill Points for 1st Level (4 + Int Modifier) x 4
Skill Points for each level after first 4 + Int Modifer

Burned Out Mage (Adept Style)
HD d8
BAB as Fighter
Good Saves Will Poor Saves Fort, & Ref
Rep [1] +0 [2] +0 [3] +0 [4] +1 [5] +1 [6] +1 [7] +2 [8] +2 [9] +2 [10] +3 [11] +3 [12]+3 [13]+4 [14]+4 [15] +4 [16] +5 [17] +5 [18] +5 [19] +6 [20]+6

Class Skills (As a Fighter with a few extra's)
Skill Points for 1st Level (2 + Int Modifier) x 4
Skill Points for each level after first 2 + Int Modifer

Limited Spells: Has a limited selection of Arcane Spells
Starts with Cyberware (as Street Sam)

Any I Miss? Let me know.
 

The bucket of Dice and the 6-7 Blind Spot aren`t really a problem...

A problem are thousand other often unbalanced, stupid and not working rules they seem to invent in every incarnation and every additional rule/sourcebook. :(

Mustrum Ridcully
 


Priest said:

Troll: +4 STR, +2 CON, -2 DEX, -3 INT, -3 CHR. Large Creature (-1 AC, -1 Att. Bonus, 10ft Reach), Natural Armor +4, Bonus Feat: Toughness. Favored Class: Ganger.

Reduce the NA to +2
FC Mercenary, or Street Samurai
Remove bonus feat toughness

I would consider changing the int/chr penalty to either -2 or -4. Odd stat bonus/penalty make it easier to min/max stats.
 

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