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Shadorun without the shadowrun rules
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4159188" data-attributes="member: 710"><p>SR4 is like WoD! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'd say hands down that this was the best change in 4E. Everything else could have stayed, but this was exactly what the system needed. The escalating target numbers and variable dice just caused an unpredictable system. The power of magic (and the importance of Willpower = 6) were very much contributed by this aspect of the system. </p><p></p><p>If you want to roll multiple dice based on skill, either add the numbers, or have a set DC. Avoid mixing this too much.</p><p></p><p>And 4E at leasts allows you to reduce the number of dice rolled by simply adding one automatic "hit" for every 4 dice. </p><p></p><p></p><p>Funny how opinions can differ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The worst thing they didn't change in SR 4 was the "multiple initiate phases per round". </p><p></p><p>Shadowrun is also a game that seems to suffer from the "slow-wandering spot-light". Matrix and Astral Space are two parts of the game that don't interface well with the rest, and usually put the spot light on a single character too long. And it's sometimes worse then in D&D, since the Decker often isn't fit for physical/firearms combat (off course, most people will play combat deckers who have at least a decent weapon skill). But without cybernetic or magically enhanced reflexes, combat for a decker is like playing a Rogue in a fight against undead. Except that there are no fights without undead...</p><p></p><p>The initiative thingy is a game system issue, the combat vs astral vs matrix issue is result of trying to emulate the world of Shadowrun. Whatever system you use, you will have to find ways to both emulate the divide, and to make sure it doesn't hurt. The first is easy (4 editions of SR prove it), the second is harder (ditto). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4159188, member: 710"] SR4 is like WoD! ;) I'd say hands down that this was the best change in 4E. Everything else could have stayed, but this was exactly what the system needed. The escalating target numbers and variable dice just caused an unpredictable system. The power of magic (and the importance of Willpower = 6) were very much contributed by this aspect of the system. If you want to roll multiple dice based on skill, either add the numbers, or have a set DC. Avoid mixing this too much. And 4E at leasts allows you to reduce the number of dice rolled by simply adding one automatic "hit" for every 4 dice. Funny how opinions can differ... ;) The worst thing they didn't change in SR 4 was the "multiple initiate phases per round". Shadowrun is also a game that seems to suffer from the "slow-wandering spot-light". Matrix and Astral Space are two parts of the game that don't interface well with the rest, and usually put the spot light on a single character too long. And it's sometimes worse then in D&D, since the Decker often isn't fit for physical/firearms combat (off course, most people will play combat deckers who have at least a decent weapon skill). But without cybernetic or magically enhanced reflexes, combat for a decker is like playing a Rogue in a fight against undead. Except that there are no fights without undead... The initiative thingy is a game system issue, the combat vs astral vs matrix issue is result of trying to emulate the world of Shadowrun. Whatever system you use, you will have to find ways to both emulate the divide, and to make sure it doesn't hurt. The first is easy (4 editions of SR prove it), the second is harder (ditto). :) [/QUOTE]
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