kigmatzomat
Legend
Back in 2010 Rob Boyle said EP started out as an idea for "Shadowrun 2660" but they didn't want to develop a setting they didn't own and evolved it into EP. Brian Cross said something similar.
We haven't run the hacking (and I'd hope that in EP they fix some of the SR4 hacking issues) but EP combat is procedurally the same as SR combat. Ranged combat is opposed test, using a reduced pool when not doing a full defense. Margin of success increases weapon damage, armor reduces damage, certain quantities of damage apply modifiers. Bursts are wide or narrow, full-auto, single shot, semi-auto. There are differences but they tend to be in the details, like a "wide" burst being able to hit adjacent targets instead of reducing the target's dodge roll.
My only real beef with the conversion is that they went with d100; a mechanic that suffers all the problems of a multi-die system but lacks the advantages of a bell curve. As someone who is a GM 90% of the time, I really, really, really like bell curves. On d100 a 01, 55, and 99 all have a 1% chance of occurring. But on 2d10 (same dice) an average roll of 11 has an 11% chance vs the 1% of a 2 or 20. Having a 10x greater likelihood means I, as a GM, can make assumptions on success levels you can't do with a curveless dice mechanic.
If I'm not going to get a bell curve, I'd just as soon use a single-die system. You can easily run EP with the rules as written by dividing everything by 5 and using a d20. Make 20 the "bad" crit and make an "exact" hit on your effective skill rating a "good" crit.
Which doesn't make EP a bad system; it's not worse than any other d100 system. But to me that's like saying "it's not any smaller than any other subcompact sedan".
The setting, however, is the real gold of EP. I will put up with a mediocre mechanic for a rich, flavorful setting.
We haven't run the hacking (and I'd hope that in EP they fix some of the SR4 hacking issues) but EP combat is procedurally the same as SR combat. Ranged combat is opposed test, using a reduced pool when not doing a full defense. Margin of success increases weapon damage, armor reduces damage, certain quantities of damage apply modifiers. Bursts are wide or narrow, full-auto, single shot, semi-auto. There are differences but they tend to be in the details, like a "wide" burst being able to hit adjacent targets instead of reducing the target's dodge roll.
My only real beef with the conversion is that they went with d100; a mechanic that suffers all the problems of a multi-die system but lacks the advantages of a bell curve. As someone who is a GM 90% of the time, I really, really, really like bell curves. On d100 a 01, 55, and 99 all have a 1% chance of occurring. But on 2d10 (same dice) an average roll of 11 has an 11% chance vs the 1% of a 2 or 20. Having a 10x greater likelihood means I, as a GM, can make assumptions on success levels you can't do with a curveless dice mechanic.
If I'm not going to get a bell curve, I'd just as soon use a single-die system. You can easily run EP with the rules as written by dividing everything by 5 and using a d20. Make 20 the "bad" crit and make an "exact" hit on your effective skill rating a "good" crit.
Which doesn't make EP a bad system; it's not worse than any other d100 system. But to me that's like saying "it's not any smaller than any other subcompact sedan".
The setting, however, is the real gold of EP. I will put up with a mediocre mechanic for a rich, flavorful setting.