Lobo Lurker
First Post
I was just thinking that I'd love to play a nice PbP game of Shadowrun... the only problem is that 1) All my books are over 1500 miles away locked away in storage, and 2) People around here like to play D20 based games. Furthermore, I only have D20 Modern; I don't have access to D20 Future, any Shadowrun books (other than some fiction), OGL Cybernet, Digital Burn, or any other cyberpunk syled book currently in print.
So, anyone want to help me take a stab at doing a D20 modern version of Shadowrun? Or I suppose a Mutants & Masterminds version... though that's mostly self explanatory aside from the magic system (i.e., casters don't tire under the M&M system).
As this is primarily for me, I'll reserve final veto rights on this (someone's got to make the final call).
First though, CIVILITY/RESPECT REQUEST: This is something that *I* want to do for my own edification and sense of fun/creativity. Please do not respond to this post if you are a) not interested in helping, b) you feel that my work is destined to end in failure or c) you cannot believe that I would violate the sanctity of shadowrun by whoring to the d20 crowd. Thanks for your cooperation.
D20 Modern (basic) ShadowRun adaptation:
The wealth system, while funky, will be retained. The less things we have to change, the better. Its functional and that's what matters.
Racial Profiles?
- Human (+1 skill point per level, +1 starting feat)
- Elf (lowlight vision, +2 Cha; +1 Bluff/Diplomacy/Sense Motive checks)
- Dwarf (darkvision, +2 Str/Con, -2 Dex, Slow, +1 Willpower saves, +2 Fortitude saves vs. Poison/Disease)
- Ork (lowlight vision, +4 Str, +2 Con, -2 Int/Wis; +3 Intimidate checks, ?)
- Troll (darkvision, +2 Str, +4 Con, -2 Str, -4 Int, -2 Wis; Slow, +5' Reach, DR 1/-, ?)
Note: I'm not sold on skill bonuses as racial abilities. If you think I'm missing something or I've taken the wrong tack, please speak up.
Note: No race has a Cha penalty cause I was rather fond of the 3.0 DnD rules where physical appearance had nothing to do with Charisma. Charisma was how long you got along with others and your sense of self. As being a goblinized character wouldn't really change this I decided not to use this (my mind can be changed on this).
Combat
I think we can leave combat as is. I suppose we could increase lethality using some of Grim Tales' rules... Death from Massive Damage threshold of... say 10 + Con mod + armor/natural bonus? That makes Trolls and Dwarves harder to kill... but perhaps armor becomes too powerful then. Maybe 1/2 of armor/natural armor? This way, no matter how high level you have you can always be killed by a pissed off girlfriend or green security guard if they get moderately lucky.
Action Points
I'd leave them in. Thoughts? 3 + 1/2 of level should work out fine. This subs nicely for the variety of dice pools Shadowrun has.
Cyberware/Bioware:
These are essentially magic items. Fairly easy to replicate and even available in D20 Future (I'm given to believe) and in OGL Cybernet (there's even a free version somewhere online). I'm not particularly creative in this aspect so if someone has a cool idea for these, please post away. ^_^
Oh, no Essence Cost (nor essence attribute) unless we want to come up with some kind of mechanic for this.
Magic:
This is where I'm really torn. I'd just rip the magic rules from Grim Tales... but that makes Trolls, Dwarves, & Orks the best spellcasters out there (due to the strength damage rules). Do we need to come up with a Magic attribute? I'd rather not as it seems unelegant; it might be our only choice though. Suggestions? Oh, I DEFINATELY didn't want to go the Vancian route with magic users... I think it's an important setting aspect that magic users can cast spells till they pass out from exaustion/damage.
Temp. Attribute Damage:
..... Pros: Use Grim Tales, no further conversion needed.
..... Cons: Trolls, Orks, & Dwarves become endurance spellcasters (especially Orks)
Subdual Damage:
..... Pros: Simple to track, spell usage directly affects combat endurance.
..... Cons: Spellcasting Endurance rises dramatically with level, its not elegant if it has separate rules from regular Subdual Damage. Physical classes are better at spellcasting than intellectual classes (in terms of spells per day).
Equipment:
Minor variations on each firearm would suffice, I think. I can't really see a meaningful way to add variety to the standard D20M firearms list.
Let me know what you think (keeping the Civility request above in mind).
So, anyone want to help me take a stab at doing a D20 modern version of Shadowrun? Or I suppose a Mutants & Masterminds version... though that's mostly self explanatory aside from the magic system (i.e., casters don't tire under the M&M system).
As this is primarily for me, I'll reserve final veto rights on this (someone's got to make the final call).
First though, CIVILITY/RESPECT REQUEST: This is something that *I* want to do for my own edification and sense of fun/creativity. Please do not respond to this post if you are a) not interested in helping, b) you feel that my work is destined to end in failure or c) you cannot believe that I would violate the sanctity of shadowrun by whoring to the d20 crowd. Thanks for your cooperation.
D20 Modern (basic) ShadowRun adaptation:
The wealth system, while funky, will be retained. The less things we have to change, the better. Its functional and that's what matters.
Racial Profiles?
- Human (+1 skill point per level, +1 starting feat)
- Elf (lowlight vision, +2 Cha; +1 Bluff/Diplomacy/Sense Motive checks)
- Dwarf (darkvision, +2 Str/Con, -2 Dex, Slow, +1 Willpower saves, +2 Fortitude saves vs. Poison/Disease)
- Ork (lowlight vision, +4 Str, +2 Con, -2 Int/Wis; +3 Intimidate checks, ?)
- Troll (darkvision, +2 Str, +4 Con, -2 Str, -4 Int, -2 Wis; Slow, +5' Reach, DR 1/-, ?)
Note: I'm not sold on skill bonuses as racial abilities. If you think I'm missing something or I've taken the wrong tack, please speak up.
Note: No race has a Cha penalty cause I was rather fond of the 3.0 DnD rules where physical appearance had nothing to do with Charisma. Charisma was how long you got along with others and your sense of self. As being a goblinized character wouldn't really change this I decided not to use this (my mind can be changed on this).
Combat
I think we can leave combat as is. I suppose we could increase lethality using some of Grim Tales' rules... Death from Massive Damage threshold of... say 10 + Con mod + armor/natural bonus? That makes Trolls and Dwarves harder to kill... but perhaps armor becomes too powerful then. Maybe 1/2 of armor/natural armor? This way, no matter how high level you have you can always be killed by a pissed off girlfriend or green security guard if they get moderately lucky.
Action Points
I'd leave them in. Thoughts? 3 + 1/2 of level should work out fine. This subs nicely for the variety of dice pools Shadowrun has.
Cyberware/Bioware:
These are essentially magic items. Fairly easy to replicate and even available in D20 Future (I'm given to believe) and in OGL Cybernet (there's even a free version somewhere online). I'm not particularly creative in this aspect so if someone has a cool idea for these, please post away. ^_^
Oh, no Essence Cost (nor essence attribute) unless we want to come up with some kind of mechanic for this.
Magic:
This is where I'm really torn. I'd just rip the magic rules from Grim Tales... but that makes Trolls, Dwarves, & Orks the best spellcasters out there (due to the strength damage rules). Do we need to come up with a Magic attribute? I'd rather not as it seems unelegant; it might be our only choice though. Suggestions? Oh, I DEFINATELY didn't want to go the Vancian route with magic users... I think it's an important setting aspect that magic users can cast spells till they pass out from exaustion/damage.
Temp. Attribute Damage:
..... Pros: Use Grim Tales, no further conversion needed.
..... Cons: Trolls, Orks, & Dwarves become endurance spellcasters (especially Orks)

Subdual Damage:
..... Pros: Simple to track, spell usage directly affects combat endurance.
..... Cons: Spellcasting Endurance rises dramatically with level, its not elegant if it has separate rules from regular Subdual Damage. Physical classes are better at spellcasting than intellectual classes (in terms of spells per day).

Equipment:
Minor variations on each firearm would suffice, I think. I can't really see a meaningful way to add variety to the standard D20M firearms list.
Let me know what you think (keeping the Civility request above in mind).