kigmatzomat said:
Yes because {diety} knows that waiting to level up is *never* tedious. It's a matter of increments and subjective opinion. SR you improve a little after every encounter, d20 you improve a lot after several encounters.
No, CoC you advance a little after every adventure (not encounter). SR, you save up for 4 runs so you can increase SMG skill to 7. (you never get GK per encounter in my experience, just per adventure.) But obviously it's subjective, hence IMO.
Very valid point. We dealt with it by eliminated the 1,000,000Y creation option. It's a real pain for the 1MY samurai to upgrade; the costs are exorbitant to retrofit gear to alpha/beta/delta/gammaware to support additional hardware. Riggers & Deckers also tend to have so much gear that they can't be stopped or aren't getting paid enough for the risk. But at around 500,000Y the sams are still plenty tough but not invulnerable, the tech-heads have gear commensurate with their skills & paygrade, and the mages aren't so squishy in comparison.
You've addressed a different issue then what I'm talking about though. Now, the Samurai still can't advance his cyber, but he also starts with less gear. A decker can spend time (instead of money) to advance programs and such, but I dislike Time as a cost. A system whereby the player could spend feats as he advances, that'd work better...
And DnD characters wouldn't be better off by retiring on the thousands of GP they pick up? All RPG characters are either a bit warped in the head or in an unenviable situation because any "normal" person would not volunteer for the kind of crap they deal with.
Ah, but see, D&D character's rewards escalate as they advance. Sure you get 100,000 gp for that adventure, and could buy a nice castle... but if you invest in OmniPlatinum Armor +6 Weaponbreaker, then you could go whack a dragon or something to earn 200,000!
It's a return on your investment, and is totally logical... or at least justifiable.
But, SR characters in general can't get 3.5 million every adventure without changing the entire dynamic of the game.
Levels are tied to Advancement, not the rules.
I don't understand this statement. Levels are part of the rules while advancement is a concept the rules try to model. Levels and Karma are both methods of advancement but they are tied to different rule sets.
D20 is a ruleset, with the base mechanic of 1d20+blah to beat DC. Advancement by level is one sub-rule of that ruleset, not the entire thing.
If you're running a D20 Modern game without magic, that does NOT mean you're suddenly not playing D20. You've simply removed one of the subsets. Advancing by levels is the default, since it fluidly escalates power, and it works for D&D. Power in SR doesn't scale like that, making it harder to judge the power level of a group once they've been running for a while.
It'd be just as easy to start at a given level (say, 5th) and provide those benefits as a baseline for a Starting Runner (which is assumed to have previously been running for a bit.)
Then a simple system that lets you earn Skill points, and trade Skill Points for Att's & Feats.
You've changed the advancement mechanic, not the actual D20 Rulesset.
TO be perfectly clear though, my problem with SR4 is due to FanPro, not it being it's own system. The system always worked fine for me. I'm not argueing that SRd20 would be a good idea, but to say it's impossible lacks imagination. You just have to decide what makes SR what it is. For myself it was a rich setting with a lot of inspiration and potential. Sure I like the SR mechanic for spellcasting, but my spellscasters were generally abusive.
Seperate the System from the Setting. You can't make SRSystem in D20, but you can make SRSetting in D20.