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D20 Shadowrun Gets a whole lot easier
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<blockquote data-quote="Mal Malenkirk" data-source="post: 517802" data-attributes="member: 834"><p>Well, now that's a nice <em>ad hominem</em>. Not too agressive, a zest of humor and no argumentation that could leave the author opened to a come back. Well done.</p><p></p><p>That being said, I've used Mutants & Masterminds for two weeks now and it does indeed bring a lot of food for thoughts. It is after all the forst classless and HPless D20 roleplaying game on teh market (AFAIK). But it was designed with superheroes in mind, not Shadowrun.</p><p></p><p>Here are a few gamesystem key aspect that makes Shadowrun what it is:</p><p></p><p><strong>Very brutal combat:</strong>. The system is built so that being taken down in just one bullet is a real possibility altough it is also designed so that instant kill are somewhat rare unless you use optional rules for deadlier damage that affect the overflow.</p><p></p><p><strong>Uneven Development:</strong> </p><p></p><p>On the one hand, your shadowrunner will develop into a top-notch operative over the years. As his training and gears improve, the runner can take his game to a whole new level and run against Aztechnology and Renraku. From a crappy deck to a Fairlight Excaliber, from wired one to wired three, from no focus to a power focus that stacks as a weapon focus... Better gun, better ammo, better armor and higher skills to use them. Better contacts and better contracts.</p><p></p><p>But then again, the TN to hit you never changes and when caught unprepared your PC can still be taken down very quickly by the same punks (using the same low stats) that used to give him a hard time back in the days when he was a beginner. For most runner, they never outgrow the street level threats.</p><p></p><p><strong>Full control over character creation:</strong></p><p></p><p>Hey, it's fun creating a Shadowrunner from scrap! I especially like making up a character after having answered the 20 questions. </p><p></p><p>Also consider that ressources are an integral part of character creation. And so is Magic capabilities and Race. It would be akward reflecting it all in classes and by using races in the traditional D20 sense. Being an elf is not balanced with being human in Shadowrun. That's why you pay more during character creation to play an elf. </p><p></p><p><strong>Success threshold:</strong> If you succeed by a large margin in shadowrun, you gain benefits. It's especially important in combat. D20 does that occasionnaly (think about bullrushing for example) and it would have to be extended to most aspect of gameplay in SR.</p><p></p><p><strong>No BAB as such:</strong> An expert marksman can be pretty lousy in hand to hand combat in SR. Weapon skills make more sense in SR than an all encompassing BAB.</p><p></p><p></p><p>I have some ideas as to how adapt various aspects to SR and maybe I'll type them down if I have the time.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 517802, member: 834"] Well, now that's a nice [i]ad hominem[/i]. Not too agressive, a zest of humor and no argumentation that could leave the author opened to a come back. Well done. That being said, I've used Mutants & Masterminds for two weeks now and it does indeed bring a lot of food for thoughts. It is after all the forst classless and HPless D20 roleplaying game on teh market (AFAIK). But it was designed with superheroes in mind, not Shadowrun. Here are a few gamesystem key aspect that makes Shadowrun what it is: [b]Very brutal combat:[/b]. The system is built so that being taken down in just one bullet is a real possibility altough it is also designed so that instant kill are somewhat rare unless you use optional rules for deadlier damage that affect the overflow. [b]Uneven Development:[/b] On the one hand, your shadowrunner will develop into a top-notch operative over the years. As his training and gears improve, the runner can take his game to a whole new level and run against Aztechnology and Renraku. From a crappy deck to a Fairlight Excaliber, from wired one to wired three, from no focus to a power focus that stacks as a weapon focus... Better gun, better ammo, better armor and higher skills to use them. Better contacts and better contracts. But then again, the TN to hit you never changes and when caught unprepared your PC can still be taken down very quickly by the same punks (using the same low stats) that used to give him a hard time back in the days when he was a beginner. For most runner, they never outgrow the street level threats. [b]Full control over character creation:[/b] Hey, it's fun creating a Shadowrunner from scrap! I especially like making up a character after having answered the 20 questions. Also consider that ressources are an integral part of character creation. And so is Magic capabilities and Race. It would be akward reflecting it all in classes and by using races in the traditional D20 sense. Being an elf is not balanced with being human in Shadowrun. That's why you pay more during character creation to play an elf. [b]Success threshold:[/b] If you succeed by a large margin in shadowrun, you gain benefits. It's especially important in combat. D20 does that occasionnaly (think about bullrushing for example) and it would have to be extended to most aspect of gameplay in SR. [b]No BAB as such:[/b] An expert marksman can be pretty lousy in hand to hand combat in SR. Weapon skills make more sense in SR than an all encompassing BAB. I have some ideas as to how adapt various aspects to SR and maybe I'll type them down if I have the time. [/QUOTE]
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