D&D 4E OT: Shadowrun 4E announced

Shadowrun is the only game I've played more than once that I don't know the rules for. I know how to make a character, mostly, but when it comes to combat or resolving a task, I have to ask how to do it. I guess I've never cared to learn the rules and I don't own any of the books.

If they come out with another edition, I am sure that won't change. Unless they make it d20 or some other radical change that requires the other people I know who play it to relearn the rules themselves.

Does the press release mention any of the possible changes to the system?
 

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I just don't understand what they need a 4e for. 3e didn't make any particularly large changes to the system (except, IMHO, that 2e actually worked better for some things; Threat Ratings, f'rinstance, are a better idea IMHO than 3e's "Equal," "Superior," etc. ratings, and I think magical characters were unnecessarily gimped in 3e). Are they really changing the system that much, or just trying to sell another $35 book?

As to d20 SR: Sorry to add to the OT debate, but I've played Shadowrun for 13(?) years, and I've gotta say that this is what it boils down to:

Start with base target number depending on difficulty of objective. Add modifiers depending on circumstances and on fancy gear possessed by rolling character. Roll (usually heaping fistfuls of) d6s vs. target number. Period.

D20, OTOH, looks like this:

Start with base DC depending on difficulty of objective, replacing DC with AC in a situation in which character needs to hit and do damage to other character/object. Add modifiers depending on circumstances and on fancy gear possessed by rolling character. Roll (d20 + mod) vs. DC. Period.

Sound like maybe you could simulate this with d20 roll vs. DC? Hmm. The major difference is that skilled SR characters get to roll large numbers of d6s to hit their TN, and skilled d20 characters get to add high mods to their d20 roll.

Incidentally, Ottergame, Str in SR is NOT like BAB; that is simulated by the Armed Combat, Firearms, Gunnery, etc. skills. Str "adds" to damage with melee weapons just like in D&D.

The major difference between SR's current ruleset and d20 have to do with the determination of probabilities. I fail to see how that affects game flavor. Moreover, I actually think the determination of probabilities is one of the huge flaws with SR. d20 characters can take 10 or 20 to accomplish routine tasks. Granularity (due to die size) is much finer for easier tasks. And. probabilities are very, very easy to set. The probabilities for TNs, OTOH, are nearly impossible to set. Also, a +1 to a TN means anything from a 0% additional chance of failure (as between 6 and 7, for example) to an enormous additional chance of failure. Not really an efficient system anyway.

I think a conversion could be done (and oh how I wish it were; I'd love to play this game!) given attention to the following:

-Equalizing high-equipment characters with magically-active characters with metahuman characters
-An AC/DR system that deals better with ranged combat (I think an armor as DR/class defense bonus variant would work fine here)
-Making mods to initiative REALLY important (a variant initiative system could work here; perhaps allow very high mods to Init, and allow an extra action per x amount of Init rolled)

Why, BTW, do you need a classless system? SR's "point buy" system makes it essentially impossible to have everything anyway; in fact, for certain archetypes (magically-active characters) it is impossible to do anything well except cast spells or use nifty physad abilities. In any case, think not of the fighter, mage, etc., but of a system closer to d20 Modern, that not only allows for basic/advanced classes but has pretty open multiclassing. A decker who decided to be a bit combat-savvy just has to stick a level into a high-BAB class. The one thing you would need is a system for allowing PCs to be money specialists; a class that allows access to large amounts of cash would be a way to go, or a trio of classes (sam, decker, rigger) that grants particular 'ware (either a set nuyen amount, or a "pick-and-choose from the following list" amount) as a starting class feature.
 

Felon said:
Classless system = system, not setting
Skill-based combat = sytem, not setting
More deadly combat = system, not setting

Please tell me you're starting to get it, or we'll have another Saeviomagy on our hands...oh God, here he comes....



The voice of impartiality, right, Sav?

You've had your myopia on the topic pointed out to you so often before that your steadfast unwillingness to acknowledge the distinction between system and setting is kinda admirable.

To a certain extent system=setting. The standard D20 system as it stands defines the feel of the game and the types of things that create conflict. Think of it this way. If your setting is set in a library where the players research arcane knowledge to understand secrets of of the world and can then manipulate the world through philosophical thought, then D20 can not handle it without being seriously modified. D20 simplifies certain things and complicates others, creating a meta-setting. This is why there are so many complaints about high-magic, etc. Without changing the setting, you can't take away the system.
 

Felon said:
OK, magic and cyberware. Incompatable. D20 can't handle that. Why so?

I'm not talking about the incompatibility of magic and cyberware; I think d20 could handle that at least as well as Shadowrun 3e does.

I'm talking about how to control the balance of how magic and cyberware work, individually. I imagine we could easily set up spell Force as a kind of augmentable spontaneous caster; however, how do we simulate Drain without making Mages either unstoppable magical artillery batteries or one-hit wonders with a case of the vapors? How do we reflect the ability of better-trained, more powerful Mages to resist Drain?

How do we model Initiation, and how do we differentiate it from simply improving whatever governs your Sorcery skill? (I'd imagine this would be a function of class level-- but how?)

For cyberware, how would we model the awesome power of Move-by-Wire 4 without making it game-shattering? Reaction speed and reflexes are the determining factor of power for combat characters in Shadowrun. How do we reflect that in a d20 version? (Or would you call this a bug of the Shadowrun system and have other factors reign supreme?)

[preemptive edit]I just posted a whole screed about Shadowrun economics and why a 'runner would keep going after scraping enough cred to outfit themselves as a person of mass destruction... and then I realized that I wasn't ranting about a system problem at all. Now, I'm going to have to figure out the answer to that no matter what system they use.
 

ruleslawyer said:
Incidentally, Ottergame, Str in SR is NOT like BAB; that is simulated by the Armed Combat, Firearms, Gunnery, etc. skills. Str "adds" to damage with melee weapons just like in D&D.

Uh... yeah, that's exactly the point I was trying to make. I'm sorry if you just missed that, or if I was unclear about it.
 

Can we not make this yet another thread arguing why Shadowrun could or could not be converted to d20? This is a discussion about the pending release of a game.

D20 is a toolchest. Of course (with enough tweaking) it could be used to create a game with the themes and ideals of Shadowrun. Whether or not it 'feels right' really would depend on the final result.

The fact is Shadowrun is not going to be a D20 system. It's going to use its own system, and that's okay too. I know you guys are probably tired of hearing this, but 'not every game needs to be d20'. I love d20 games, but I love Shadowrun too. And I'm confident this release will be the best yet.

I'm fully psyched about this. It is the best news I've heard in a long time. Given that it's set for a GenCon release I may even attempt to go this year (it would be my first Con).
 

I'm excited about 4th edition too. As long as they use good binding this time, so the books don't fall apart. :) I really hope they streamline the combat though, it has scared alot of people off. It needs to be more friendly to learn. I love the system, but the complexity of combat, magic, decking, and rigging all together make it a huge learning curve for new players.
 

Thanks for the heads up, Sanguinemetaldawn... Love that system and I'll be picking that up.

I wouldn't mind trying a good D20 Cyberpunk style game - but nothing I've seen has done it for me. As a generalisation from what I've seen, the 'cyber' element has felt a bit rubbish. It's effects have rather underwhelmed me.

In fairness, I havn't really looked very hard. Bought Cybernet D20 - had some decent ideas, but the rules were horribly mangled - partly by some strange editing. Read a few magazine articles. That's about it.

So two questions occured to me:

Has anyone produced a decent Cyberpunk D20 game?

And this thread got me wondering. Has anyone managed to make a classless and levelless D20 system game? Was it any good?
 

Ottergame said:
The problem is that those are just words. There is nothing in Shadowrun that makes someone a "street samurai". Only have a cyberdeck and datajack is all that's required to be a decker. In fact, the only thing in Shadowrun that resembles a class are the various mage types. but even that doesn't mean much. Shadowrun doesn't lend itself to a class/level system. Archtypes are just lables, not restirctions, in SR.

I'm trying to think of a way to get my point to sink in. Perhaps an example would help. Everything you just said also applied to the original Star Wars RPG. Its system was just as different from d20 as SR was. You didn't have classes, just a bunch of sample archetypes. "Imperial senator", "smuggler", "alien student of the force"....just words. No levels either, just skills that improved through usage. So obviously there was no way it could work in d20 without kludging some classless, level-less system, right? I mean, c'mon, Princess Lea and R2-D2 as characer classes? How absurd!

And the differences ran much deeper than that. You rolled a bunch of d6's. You had some special mechanic for critical hits and armor didn't work anything like armor class. Oh, and no hit points either. It was so und20ish that shoehorning d20 so that it could become that system would be a pointless exercise.

Which is why they didn't do that. They scrapped the system and adapted d20 to the setting. And did folks complain that d20 Star Wars would lose all of its flavor and become unplayable? Sure they did. But there are a few people playing d20 Star Wars all the same, aren't therre?

Now before anyone jumps in and points out that Star Wars was a setting that existed prior to any game system, let me explain that that's the purpose of me using it as an example. You can easily separate Star Wars' setting from its original system because there's a pretty clear chicken-egg timeline. With SR, setting and system came out together, but that doesn't make those two elements utterly dependent upon the other any moreso than with SW, it just makes the division between the two harder for folks to distinguish.
 
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