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D&D Older Editions, OSR, & D&D Variants
OT: Shadowrun 4E announced
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<blockquote data-quote="Dr Simon" data-source="post: 2099819" data-attributes="member: 21938"><p>Will save? Caster Level check? Assuming conversion to a D&D-esque spell level system (which is by no means necessary, but familiar to all here), set DC=10+spell level. Certain spells (such as the ones in SR that have Serious or worse Drain) could have a further DC increase - say equivalent of Light Drain spells get, maybe -2 DC, Moderate are unmodified, Serious +2 Drain DC and Deadly +4 Drain DC. </p><p></p><p>Drain then becomes the kind of nonlethal damage that you get from dehydration etc. - you need proper rest to get rid of it rather than a ten minute breather.</p><p></p><p>I don't understand if you're talking about balancing cyber and magic in the sense that SR uses the mechanism that cyber decreases Essence, which decreases Magic score. I don't see why you couldn't have a mechanic whereby, assuming you determine the power of a spell in some way, be it Force, Spell Level or what have you, that cyber gradually depletes the maximum force that you can safely cast.</p><p></p><p></p><p>Initiation in SR gives you two things - an increase in the potential spell-power and access to Metamagic skills. The second is easy if you only allow Metamagic feats to those who have Initiated. The first, well, maybe some variant on the "+1 spellcaster level" mechanic of prestige classes.</p><p></p><p></p><p></p><p>I don't really see much difference between SR cyber and many of the ability-enhancing magic items of D&D. Mechanically, Muscle Enhancement is the same as an Amulet of Bull's Strength and Wired Reflexes is like the IMproved Initiative feat.</p><p></p><p>I personally found that SR Wired Reflexes were so awesomely gross in their power compared to a non-wired character that I had to tone them down, so put me in the "bug" camp. However, if you used a system similar to the Babylon 5 d20 game, where characters don't have an AC but have a Defence Value (based on Reflex save) and armour provides Damage Resistance (and you son't get many hit points), then reaction, getting the first shot in and the ability to dive for cover quickly become *very* important</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 2099819, member: 21938"] Will save? Caster Level check? Assuming conversion to a D&D-esque spell level system (which is by no means necessary, but familiar to all here), set DC=10+spell level. Certain spells (such as the ones in SR that have Serious or worse Drain) could have a further DC increase - say equivalent of Light Drain spells get, maybe -2 DC, Moderate are unmodified, Serious +2 Drain DC and Deadly +4 Drain DC. Drain then becomes the kind of nonlethal damage that you get from dehydration etc. - you need proper rest to get rid of it rather than a ten minute breather. I don't understand if you're talking about balancing cyber and magic in the sense that SR uses the mechanism that cyber decreases Essence, which decreases Magic score. I don't see why you couldn't have a mechanic whereby, assuming you determine the power of a spell in some way, be it Force, Spell Level or what have you, that cyber gradually depletes the maximum force that you can safely cast. Initiation in SR gives you two things - an increase in the potential spell-power and access to Metamagic skills. The second is easy if you only allow Metamagic feats to those who have Initiated. The first, well, maybe some variant on the "+1 spellcaster level" mechanic of prestige classes. I don't really see much difference between SR cyber and many of the ability-enhancing magic items of D&D. Mechanically, Muscle Enhancement is the same as an Amulet of Bull's Strength and Wired Reflexes is like the IMproved Initiative feat. I personally found that SR Wired Reflexes were so awesomely gross in their power compared to a non-wired character that I had to tone them down, so put me in the "bug" camp. However, if you used a system similar to the Babylon 5 d20 game, where characters don't have an AC but have a Defence Value (based on Reflex save) and armour provides Damage Resistance (and you son't get many hit points), then reaction, getting the first shot in and the ability to dive for cover quickly become *very* important [/QUOTE]
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