Mustrum_Ridcully
Legend
GlassJaw said:I pretty much agree. I'm just getting back into SR since even before d20 so now I can compare the two systems. SR is just so different in its philosophy. Sure you can use d20 and emulate the setting but I don't think you'll ever come close to the feel of the mechanics. I don't exactly see the added value in converting anyway. I would actually argue that SR is a superior system to d20 in many ways.
SR is far inferior to the D20 system in many ways, I think. It´s only strength is the lack of levels and classes (and that might seem the biggest problem when converting to D20 - but the D20 Modern classes are generic enough to do it). But even then it has the typical problem of these systems - it´s easier to min/max characters.
The task resolution in SR might look fine at first, but you are actually quite limited in the range of sensible DCs - a single +2 modifier to a task changes a job from average difficult to nearly impossible.
And not only this fundamental mechanic is flawed in SR - the several subystems (combat, magic, cyberware, matrix, rigging) also have their flaws.
But back to "Magic in the Shadows":
Here is what we did for our D20 Modern/Shadowrun:
Basic assumption: A d6 Shadowrun Character is not a 1st level d20 hero - more like 6th level.
There is a feat required to be "awakened" and to be able to cast spells. It grants the ability to watch into the astral plane (but not project) for an action point and a limited duration, and grants a few bonus class skills.
Conjuring and Sorcery are skills.
There are Hermetician Mage, Shamanistic Mage and Ki Adept as Advanced Classes.
The Adept grants ki powers (varying in power between talents and feats), medium bab, 5+INT skill points (with a good skill list). The powers are organized in different categories, according to the different adept path (artist, athlet, combat, stealth) - if you take enough powers of a certain path.
The Mage classes grant some special abilities related to the traditions and a caster level for each level.
Spells:
Casting a spell requires a Sorcery check DC 15+spell level, good results can improve the spell effects and/or reduce drain. The spell causes drain equal to spell level x drain level. Drain is nonlethal damage if the level is below 1/2 caster level, and lethal damage if above. Drain levels come as Light (x1), Medium (x3), Serious (x5), Deadly (x7)
Example spells:
Manabolt: deals 1d8 points of damage per spell level, +1 point per caster level. Will negates. Light Drain.
(I believe that was the write up, I don´t have the documents here).
Fireball: deals 2d6 points of damage per spell level within a radious of 10 +/- 5 feet per caster level. Reflex halves, a failed save indicates that the target has caught fire. Serious drain
Flame Arrow: deals 2d6 points of damage +1 point per caster level, ranged touch attack, Medium drain.
Spirits:
Require a Conjuring check DC 10+HD, drain dependend on charisma and HD.
We ran a few test games, but we didn´t test the magic user classes as much as I would want. My "test caster" was captured after the drain knocked him out - but the whole combat went wrong for us, (We were a bit, overwhelmed, I´d say.), and it was basically just me fighting the guards ...