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Running Shadowrun in D&D 4E
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<blockquote data-quote="Piratecat" data-source="post: 5397597" data-attributes="member: 2"><p>As the guy playing the street samurai, I thought the characters felt great. I loved that (iirc) my targetting computer was point blank shot, for instance. While a few Shadowrun staples were missing, such as astral projection and taking damage to do more damage, I was sort of astonished by how well the feel translated over.</p><p></p><p>The one frustration was something I've seen in every Shadowrun game I've played in, though: excessive planning (an hour and a half, maybe) to research a run that we all <em>knew</em> was going to self-destruct the moment we hit an obstruction. We couldn't help ourselves, though. We had this mindset of "we need to reach consensus on a plan, because it'll definitely be a trainwreck if we don't, and it'll only maybe be a trainwreck if we do." That's my least favorite part of any heist game, and I'm not sure how to get around it.</p><p></p><p>We did our research through a skill challenge, and I'll be interested in Cerebral Paladin's view of whether that eased or slowed things. I'm honestly not sure.</p><p></p><p>The twist at the end of the adventure was brilliant and was one I hadn't seen coming. Very fun. I also loved the concept that the hacker could use his drone (aka the beastmaster ranger's animal companion) even while jacked into the net. Neat solution to a traditional Shadowrun problem.</p><p></p><p>It's been too long since I've played Shadowrun; how fast are the fights? I like fast fights in general, and wonder if 4e D&D/Shadowrun is a good candidate for raising monster damage / lowering monster hit points. The minion concept definitely is awesome for this game. Getting chased across an apartment block by literally dozens of soldiers is pretty damn invigorating.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5397597, member: 2"] As the guy playing the street samurai, I thought the characters felt great. I loved that (iirc) my targetting computer was point blank shot, for instance. While a few Shadowrun staples were missing, such as astral projection and taking damage to do more damage, I was sort of astonished by how well the feel translated over. The one frustration was something I've seen in every Shadowrun game I've played in, though: excessive planning (an hour and a half, maybe) to research a run that we all [i]knew[/i] was going to self-destruct the moment we hit an obstruction. We couldn't help ourselves, though. We had this mindset of "we need to reach consensus on a plan, because it'll definitely be a trainwreck if we don't, and it'll only maybe be a trainwreck if we do." That's my least favorite part of any heist game, and I'm not sure how to get around it. We did our research through a skill challenge, and I'll be interested in Cerebral Paladin's view of whether that eased or slowed things. I'm honestly not sure. The twist at the end of the adventure was brilliant and was one I hadn't seen coming. Very fun. I also loved the concept that the hacker could use his drone (aka the beastmaster ranger's animal companion) even while jacked into the net. Neat solution to a traditional Shadowrun problem. It's been too long since I've played Shadowrun; how fast are the fights? I like fast fights in general, and wonder if 4e D&D/Shadowrun is a good candidate for raising monster damage / lowering monster hit points. The minion concept definitely is awesome for this game. Getting chased across an apartment block by literally dozens of soldiers is pretty damn invigorating. [/QUOTE]
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Running Shadowrun in D&D 4E
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