Saeviomagy
Adventurer
I play and enjoy both SR and d20. I think they're different systems for different things, that's all.navriin said:Reading this thread has been entertaining to say the least.
I suppose I am one of the rare few who enjoy BOTH D&D and Shadowrun. Rare I say because it seems most people like one or the other, and defend there game with a fanboy's zeal.
I disagree. Settings are extremely rule-dependant. Otherwise why is there a seperate rulebook (with major rule changes) for d20 modern to that for D&D?
You arguments about game mechanics are silly to a degree, it doesn't change the way the setting is done, just how it is accomplished. Both systems do the same thing in different ways.
98 hp is surviving some 10 gunshots while butt-naked.
The main argument comes from the implied deadliness level in either system. Since d20 modern has a low damage threshold, I would say the threat of dieing is there. However, most people use the HP mechanic to say d20 characters are invincible to a certain degree, which is true. You could also say a SR character can use his Karma Pool (to reroll failures) to make himself invicible as well to a certain degree, which is also true. Basically a 10th level fighter with 98 hp generally can survive several rounds of a gunfight, while a SR character with 8 Karma Pool and loads of combat cyberware can do the same.
8 karma and a lot of armour and gear is surviving maybe 2 or 3 of those.
That's exactly my point. You have to realise that there WILL be a difference to the game from a different ruleset. You could change that second ruleset to be more like the original, but then what was the point in changing rulesets in the first place?
The difference really is the on/off mechanic in d20 versus the degree of success mechanic in SR. in d20 you hit or miss, you are dead of fine, you hack the computer for all the info or you don't. In SR the number of successes you generate in a task tells you how successful you were. You get some of the info but not all, you can injure but not kill your target, etc.
Now gasp, you can actually solve this problem by yoursing you imagination! You can expand the degrees of success rule, introducing mechanics for wounds, etc, and whatever else is needed to simulate SR.
But you know what? You can do the same in reverse. You could make rules in SR to have your character become guaranteed to live/succeed in certain tasks, to only be able to pick certain skills, etc.
This is why I think this argument becomes irrelevant. If someone wants to play SR in d20 fine, let them. If someone wants to make SR more like d20, good for them. Anything is possible if you change the rules enough for your liking.
Now in the interest of time I prefer using the rules that are already threre, when I play SR I use SR rules because they are already made to simulate the theme of the world. Likewise I use d20 rules for my heroic fantasy campaigns. Both rulesets are optimized for what they do, but either, as I said, could be modified for the other.
I don't think it's worthwhile making very heavy modifications to a ruleset to emulate another ruleset (ie - changing d20m to more closely model SR). After all, you were using d20m because you want to use a unified system (to make it easier to learn, draw in players etc). If that's no longer the case, what was the point?
The only real problem I see is the change in play style. in D&D you are encouraged to confront problems, rewards are given for defeating adversaries, etc. In SR, you generally want to avoid encounters, as they seriouly put your character in risk of jail time or death, or worse. You could also fix this by just explaining to your players how things are in this world, and by giving xp in D&D for *avoiding* the encounter, which is one of the most underused rules in the game IMO.
I guess my point is that let each person do what they want to. You have the right to disagree, but not to deny each other an opinion. And while I prefer SR rules for SR, I think coming up with rule mods for other systems, d20, SR, gurps, whatever is a GOOD thing. This kind of experimentation leads to new ideas, which improve the rules, but for the modified ruleset and the new rulesets to come. Stagnation is never a good thing.
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