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D&D Older Editions, OSR, & D&D Variants
OT: Shadowrun 4E announced
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<blockquote data-quote="Geron Raveneye" data-source="post: 2108432" data-attributes="member: 2268"><p>Or take a look at how damage and damage resistance is handled.</p><p></p><p>d20, at least all examples of what I've seen so far, which excludes M&M, goes with a system of increasing hit points to represent how tough, resilient or lucky (or a combination of all three) your character is in avoiding to get killed. That ability goes up with levels, and accordingly, the damage of the opposition goes up as well, as does the Armor/Defense Class of the character, aided by feats, magic and whatsnot else. In short, the higher the levels, the harder to kill.</p><p></p><p>Shadowrun leaves it up to you to decide how hard it will be to kill you. And you don't get much better during your career. You don't have hit points, the amount of hits needed to kill you stays the same. Your experience in dodging bullets doesn't lead to better dodging..that's done with your combat pool. Your exprience in getting punctured doesn't lead to a much tougher hide, except if you spend prescious Karma to up your Body once. You can implant cyber-/bioware to get more protection, and wear armor, but that is not a function of experience, but of money. A street sam, maxed out on resources from the start, will be as hard to kill during his first run as he will be after 50 Karma points, or 100.</p><p></p><p>Same goes for the versatility of the characters. In Shadowrun, I know I can create a magically talented character who's also good with firearms, and can easily keep up with the street sam in that regard, if I devote my Karma to it. d20 doesn't give me the chance to up my BAB with a group of weapons and still stay "the same class", as BAB is mostly tied to the class choice. And yeah, I know multiclassing is available...which isn't the same either, because then I'd give up my spell prowess, which I don't have to in Shadowrun, where I can simply pump some Karma into my Rifles skill and my Sorcery skill and my Conjuring. The street sam does have more than two or three weaponry skills he has to keep up, too, so there's not much of a difference. And nobody said saving up Karma for Initiation should be easy, either. Initiation isn't like gaining a few "power-ups" by pre-planning my feats and skills and then taking a prestige class at level 6. It's a long-term personal sacrifice the character actually <em>feels</em>, because he slows down in advancement in other areas of development for the time. Even if it's just 1 or 2 Karma points per run.</p><p></p><p>So yes, you can easily model a d20 or OGL ruleset to handle the setting of Shadowrun...but in effect, you'll either have a new game, or you're just as well off playing the original.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2108432, member: 2268"] Or take a look at how damage and damage resistance is handled. d20, at least all examples of what I've seen so far, which excludes M&M, goes with a system of increasing hit points to represent how tough, resilient or lucky (or a combination of all three) your character is in avoiding to get killed. That ability goes up with levels, and accordingly, the damage of the opposition goes up as well, as does the Armor/Defense Class of the character, aided by feats, magic and whatsnot else. In short, the higher the levels, the harder to kill. Shadowrun leaves it up to you to decide how hard it will be to kill you. And you don't get much better during your career. You don't have hit points, the amount of hits needed to kill you stays the same. Your experience in dodging bullets doesn't lead to better dodging..that's done with your combat pool. Your exprience in getting punctured doesn't lead to a much tougher hide, except if you spend prescious Karma to up your Body once. You can implant cyber-/bioware to get more protection, and wear armor, but that is not a function of experience, but of money. A street sam, maxed out on resources from the start, will be as hard to kill during his first run as he will be after 50 Karma points, or 100. Same goes for the versatility of the characters. In Shadowrun, I know I can create a magically talented character who's also good with firearms, and can easily keep up with the street sam in that regard, if I devote my Karma to it. d20 doesn't give me the chance to up my BAB with a group of weapons and still stay "the same class", as BAB is mostly tied to the class choice. And yeah, I know multiclassing is available...which isn't the same either, because then I'd give up my spell prowess, which I don't have to in Shadowrun, where I can simply pump some Karma into my Rifles skill and my Sorcery skill and my Conjuring. The street sam does have more than two or three weaponry skills he has to keep up, too, so there's not much of a difference. And nobody said saving up Karma for Initiation should be easy, either. Initiation isn't like gaining a few "power-ups" by pre-planning my feats and skills and then taking a prestige class at level 6. It's a long-term personal sacrifice the character actually [i]feels[/i], because he slows down in advancement in other areas of development for the time. Even if it's just 1 or 2 Karma points per run. So yes, you can easily model a d20 or OGL ruleset to handle the setting of Shadowrun...but in effect, you'll either have a new game, or you're just as well off playing the original. [/QUOTE]
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