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D20 Shadowrun Gets a whole lot easier
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<blockquote data-quote="Pennance" data-source="post: 516546" data-attributes="member: 9251"><p><strong>Old shadowrun feel...</strong></p><p></p><p>The people I play/GM with have been thinking about d20 Shadowrun as well. I being the old school gamer that I am, cling to my old rules.</p><p></p><p>I got my hands on d20 Modern, and I have to say I'm impressed. After buying Mutants and Masterminds as well, I see a definite possiblity for converting SR to d20.</p><p></p><p>Great ideas by all, and here's some thoughts:</p><p></p><p>Magic hurts in shadowrun, even for a powerful mage. There is still the possiblilty for being so beat, that standing, let alone casting a spell is hard. I was thinking about subdual damage being tied to casting, as it would simulate the effects of magic in SR.</p><p></p><p>Reputation is important in any SR campaign, as that is how players get the big paying jobs. Reputation was somewhat touched upon in d20 Star Wars, though I havn't seen if it had changed much since the revision. Shadowrunners most definitely know about other Shadowrunners. It's a public rep a runner does not want.</p><p></p><p>The classes discussion for me is the difficult decision. Yes, I will admit, a "typical" shadowrun campaign has "classes": deckers, mages, shamans, (ki) adepts, and street sams. However, I do like the idea of a classless system (perhaps similar to d20 Call of C'thulu?). I'll have to think on that more...</p><p></p><p>Decking would not be that difficult in my opinion, in respect to the actions of a decker and IC. Simple skill tests with DCs set for different tasks. What WILL be difficult is system design. </p><p></p><p>Most other aspects of SR is somewhat similar to d20, as they are tests against target numbers, just do a DC with a d20, as opposed to a target number with multiple d6s.</p><p></p><p>Any thoughts on this?</p></blockquote><p></p>
[QUOTE="Pennance, post: 516546, member: 9251"] [b]Old shadowrun feel...[/b] The people I play/GM with have been thinking about d20 Shadowrun as well. I being the old school gamer that I am, cling to my old rules. I got my hands on d20 Modern, and I have to say I'm impressed. After buying Mutants and Masterminds as well, I see a definite possiblity for converting SR to d20. Great ideas by all, and here's some thoughts: Magic hurts in shadowrun, even for a powerful mage. There is still the possiblilty for being so beat, that standing, let alone casting a spell is hard. I was thinking about subdual damage being tied to casting, as it would simulate the effects of magic in SR. Reputation is important in any SR campaign, as that is how players get the big paying jobs. Reputation was somewhat touched upon in d20 Star Wars, though I havn't seen if it had changed much since the revision. Shadowrunners most definitely know about other Shadowrunners. It's a public rep a runner does not want. The classes discussion for me is the difficult decision. Yes, I will admit, a "typical" shadowrun campaign has "classes": deckers, mages, shamans, (ki) adepts, and street sams. However, I do like the idea of a classless system (perhaps similar to d20 Call of C'thulu?). I'll have to think on that more... Decking would not be that difficult in my opinion, in respect to the actions of a decker and IC. Simple skill tests with DCs set for different tasks. What WILL be difficult is system design. Most other aspects of SR is somewhat similar to d20, as they are tests against target numbers, just do a DC with a d20, as opposed to a target number with multiple d6s. Any thoughts on this? [/QUOTE]
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