Magic in The Shadows

Just to keep from derailing dropshadow's rules request, I've created a new thread for discussion of "do or do not, there is no try" on Shadowrun conversions, right here.
 
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dropshadow said:
I'm working on a Shadowrun d20 version. I'm using Grim Tales as a base, while incorporating Cybernet, D20 Future, and sourcebooks/downloads from other companies.

I'm wondering if anyone knows of a d20 system that would closely match the magic system in Shadowrun?

I'm looking to convert more the spirit of the game than each rule by rule. Though I think the magic system has a lot of qualities I would like to see emulated (mana, fetishes, totems ect..). Any tips regarding magic systems (or any general pointers on any SR conversion) would be greatly appreciated :D


Spirit of the game conversion:

Hermetic wizard = wizard
Shaman = druid or cleric with deity = animal totem.
shamanic adept = totem warrior from Arcana unearthed or default ranger
Physical adept = monk
Sorcerous adept = sorcerer.

Allow free astral travel to all major spellcasting classes
 


Because it isn't what I wanted in an RPG. You know, the whole part where I talked about "I dislike" being entirely subjective and all

Well you said you disliked the mechanics but liked the setting. I don't think the complaint about "fast guys" being favored is valid. Isn't being fast supposed to give you an advantage?

If you mean cybered vs non-cybered, well then, yeah, that what cyber is for - to make you a combat demon. But remember, SR isn't all about combat. The guys with no cyber can have a boatload of skills, atrribute points, and contacts. The street samurai's job is lay down as much hurt in the shortest amount of time possible. But he won't be much good negotiating your pay with Mr. Johnson or breaking into Weapons World.
 

Would Green Ronin's treatment of psychic powers help at all? They are kind of dangerous to use as well. (They cause non lethal damage when used) The abilities are strictly feat & skill based, and will work well in a Grim Tales driven setting. (There are however a few quirks which need to be addressed regarding how Strain is healed/recovered)
 

GlassJaw said:
Well you said you disliked the mechanics but liked the setting. I don't think the complaint about "fast guys" being favored is valid. Isn't being fast supposed to give you an advantage?

Yes, it should be a benefit. It should not be the only thing that really matters. I don't really care what your opinion is, nor am I going to argue further with you. I made my comment, and you don't have to like my opinion, but you won't change my opinion merely by stating that "that's the way it should be". I'll just reply, "that's why I don't like the mechanics". That's a rather stupid waste of time.

GlassJaw said:
If you mean cybered vs non-cybered, well then, yeah, that what cyber is for - to make you a combat demon. But remember, SR isn't all about combat. The guys with no cyber can have a boatload of skills, atrribute points, and contacts. The street samurai's job is lay down as much hurt in the shortest amount of time possible. But he won't be much good negotiating your pay with Mr. Johnson or breaking into Weapons World.

Nope, I don't mean cybered versus non-cybered. I mean between two people otherwise equal, odds are short that the faster guy just wins. I don't like that. Sorry that bothers you. As to SR not being all about combat - that's what I think the ideal is, and SR falls short on that point.

Again, I'm sorry my opinion bothers you but can we please quit hijacking the thread for you to defend your opinion? Again - I don't care about your opinion. You are welcome to it, welcome to express it, and welcome to NOT keep arguing with me. Please extend the same courtesy to me.

My email is emiricol AT hotmail DOT com if you want to continue this off channel (where I can conveniently junk mail it, since this argument means absolutely nothing to me). For the rest of you - we now return you to your regularly scheduled discussion.
 

I don't care about your opinion. You are welcome to it, welcome to express it

Hmm, not sure I needed your approval. Anyway, isn't that what public forums are for - to discuss and give opinions? If you can accept other people's, then why post at all? I was trying to understand why you felt the system had a weakness. Completely attacking me was uncalled for. I definitely wasn't arguing with you at all and really didn't appreciate your post.

Maybe somebody just took their grumpy pills today. :(
 
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GlassJaw said:
Hmm, not sure I needed your approval. Anyway, isn't that what public forums are for - to discuss and give opinions? If you can accept other people's, then why post at all? I was trying to understand why you felt the system had a weakness. Completely attacking me was uncalled for. I definitely wasn't arguing with you at all and really didn't appreciate your post.

Maybe somebody just took their grumpy pills today. :(
I think he doesn´t want to derail this thread further - the main topic are advices how to make a d20 adaption of Shadowrun (IIRC), not to discuss wether the original system does favor fast characters with shotguns above everything else.

But to derail it myself (no willpower today): Yes, it does favor these guys. But you don´t need to be fast. You just need a shotgun. :) And that is not a good thing.
And I do also think Shadowrun is a lot more about combat than most roleplaying games - you are playing a mercenary! Not a college professor who stumbles above a mysterious cult, not a young farmboy who has to fulfill a prophecy or something like that.
Sure, the pure combat rules aren´t everything in Shadowrun. Tactics and plannings are important, too. And street contacts and all these things. But a combat efficient character can do/have all that. And roleplaying meeting your fixer doesn´t take as long as rollplaying shooting down two security guards and a combat drone.
And I like to contribute (which is not equal to shine) to the game in all situations ..
 
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