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<blockquote data-quote="ParanoydStyle" data-source="post: 7582948" data-attributes="member: 6984451"><p>77IM, I really appreciate the in-depth feedback. Also, this is a placeholder for Download 3.3: the mage. Let me try to respond REALLY BRIEFLY to some of your points:</p><p></p><p>* Multiple full TURNS are a HUGE deal in the D&D action economy which is a very simple, straightforward one turn per combatant per round. I do agree with you that Cunning Action would fit more neatly into the D&D5E framework. But Wired Reflexes progressively gives you a 5% chance, then a 10% chance, then a 15% chance of getting an extra turn which is again huge in D&D, so I definitely don't think they're weak. However, they SHOULD increase your initiative BONUS also, and I feel dumb that I didn't think of that until now but thanks for mentioning it.</p><p>* The troll is indeed OP. I was more interested in "translating" the Shadowrun troll into D&D than "balancing" the Shadowrun troll into D&D. That said, Shadowrun's setting operates under different assumptions than D&D land. In D&D Strength is a very important attribute because running up to things and hitting them is a very important part of many D&D classes. In Shadowrun though, melee itself is inherently sub-optimal, because someone or someones with an assault rifle or sniper rifle is gonna knock you on your ass or kill you before you can get within melee range of them. So in terms of balance, my reasoning is that Strength is just not as important in <em>Dragonrun</em> as it is in D&D5E.</p><p>* "Orks are the master race" was a Shadowrun meme for a good long while and technically still is. I don't think a +1 natural armor bonus is that big of a deal when the average person who will be shooting at you can be counted on having advantage when doing so because of Smartlink. On the other hand, unlike the troll's natural armor bonus, it's not an INTEGRAL part of the ork conceptually the way a troll's dermal deposits are.</p><p>* "The elf's +1 to spell attacks and save DCs is probably overpowered, especially since it's going to stack with their +2 Cha." </p><p>Yeah, I'm probably going to get rid of it. It doesn't have any basis in the mechanics of any edition of Shadowrun, it's just one of those things frequently touted in the fluff. I'm not sure how overpowered it is...but it's not very well grounded in <em>Shadowrun</em> rules and I like to take away nice things from elves (fraggin' dandelion eaters).</p><p>* Yeah, I was planning on having tools like "Cyberdeck, Vehicle Control Rig, Ground Vehicles, Water Vehicles, Air Vehicles".</p><p></p><p></p><p></p><p>You're...absolutely right. Slows things down and just to determine if the I'll get rid of the drain for spells you actually have slots for. Since there are few spell slots to begin with and I eliminated cantrips and anything like Arcane Recovery, that should still force magicians to deal with drain on most runs/adventures. </p><p></p><p>Final Thought: instead of Wisdom, <em>Shadowrun</em> has Willpower. Up through Fourth Edition it was THE drain resistance stat, then in 4E IIRC (it's BEEN a while man) it changed to Willpower + Logic for mages and Willpower + Charisma for shamans and for some weird traditions Willpower + Intuition. Choosing Charisma as the spellcasting ability for Shamans, I was thinking of the "force of will/force of personality" aspect of Charisma, not the "charm/likability/prettiness" aspect of Charisma. </p><p></p><p>(I've read most of the Shadowrun novels, lots of them more than once (and I used to own nearly all of them before they were destroyed in a flood when my pipes froze <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /> ) so I'm curious what un-charismatic shamans you're thinking of. The Shaman who stands out in my mind the most obviously is Sam Verner, since he is the protagonist of an entire trilogy, and he was a pretty likable dude.)</p><p></p><p>That said, one thing I did very deliberately is make sure that Shamans have something they need Int for and that Mages have something they need Cha for, and both of them need Wis for resisting drain. This is a deliberate break from the D&D5 design philosophy where as far as I can tell any caster could use the two mental stats that AREN'T their spellcasting abiltiy as dump stats. Again, this is reflecting Shadowrun where generally more often than not multiple attributes have been involved in spellcasting in different ways.</p><p></p><p>Wow, I just saw Overchannel (14th level Evoker tradition feature). Looks like D&D5 already <em>has </em>drain after a fashion lol.</p></blockquote><p></p>
[QUOTE="ParanoydStyle, post: 7582948, member: 6984451"] 77IM, I really appreciate the in-depth feedback. Also, this is a placeholder for Download 3.3: the mage. Let me try to respond REALLY BRIEFLY to some of your points: * Multiple full TURNS are a HUGE deal in the D&D action economy which is a very simple, straightforward one turn per combatant per round. I do agree with you that Cunning Action would fit more neatly into the D&D5E framework. But Wired Reflexes progressively gives you a 5% chance, then a 10% chance, then a 15% chance of getting an extra turn which is again huge in D&D, so I definitely don't think they're weak. However, they SHOULD increase your initiative BONUS also, and I feel dumb that I didn't think of that until now but thanks for mentioning it. * The troll is indeed OP. I was more interested in "translating" the Shadowrun troll into D&D than "balancing" the Shadowrun troll into D&D. That said, Shadowrun's setting operates under different assumptions than D&D land. In D&D Strength is a very important attribute because running up to things and hitting them is a very important part of many D&D classes. In Shadowrun though, melee itself is inherently sub-optimal, because someone or someones with an assault rifle or sniper rifle is gonna knock you on your ass or kill you before you can get within melee range of them. So in terms of balance, my reasoning is that Strength is just not as important in [I]Dragonrun[/I] as it is in D&D5E. * "Orks are the master race" was a Shadowrun meme for a good long while and technically still is. I don't think a +1 natural armor bonus is that big of a deal when the average person who will be shooting at you can be counted on having advantage when doing so because of Smartlink. On the other hand, unlike the troll's natural armor bonus, it's not an INTEGRAL part of the ork conceptually the way a troll's dermal deposits are. * "The elf's +1 to spell attacks and save DCs is probably overpowered, especially since it's going to stack with their +2 Cha." Yeah, I'm probably going to get rid of it. It doesn't have any basis in the mechanics of any edition of Shadowrun, it's just one of those things frequently touted in the fluff. I'm not sure how overpowered it is...but it's not very well grounded in [I]Shadowrun[/I] rules and I like to take away nice things from elves (fraggin' dandelion eaters). * Yeah, I was planning on having tools like "Cyberdeck, Vehicle Control Rig, Ground Vehicles, Water Vehicles, Air Vehicles". You're...absolutely right. Slows things down and just to determine if the I'll get rid of the drain for spells you actually have slots for. Since there are few spell slots to begin with and I eliminated cantrips and anything like Arcane Recovery, that should still force magicians to deal with drain on most runs/adventures. Final Thought: instead of Wisdom, [I]Shadowrun[/I] has Willpower. Up through Fourth Edition it was THE drain resistance stat, then in 4E IIRC (it's BEEN a while man) it changed to Willpower + Logic for mages and Willpower + Charisma for shamans and for some weird traditions Willpower + Intuition. Choosing Charisma as the spellcasting ability for Shamans, I was thinking of the "force of will/force of personality" aspect of Charisma, not the "charm/likability/prettiness" aspect of Charisma. (I've read most of the Shadowrun novels, lots of them more than once (and I used to own nearly all of them before they were destroyed in a flood when my pipes froze :.-( ) so I'm curious what un-charismatic shamans you're thinking of. The Shaman who stands out in my mind the most obviously is Sam Verner, since he is the protagonist of an entire trilogy, and he was a pretty likable dude.) That said, one thing I did very deliberately is make sure that Shamans have something they need Int for and that Mages have something they need Cha for, and both of them need Wis for resisting drain. This is a deliberate break from the D&D5 design philosophy where as far as I can tell any caster could use the two mental stats that AREN'T their spellcasting abiltiy as dump stats. Again, this is reflecting Shadowrun where generally more often than not multiple attributes have been involved in spellcasting in different ways. Wow, I just saw Overchannel (14th level Evoker tradition feature). Looks like D&D5 already [I]has [/I]drain after a fashion lol. [/QUOTE]
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