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Shadowrun d20???
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1550183" data-attributes="member: 710"><p>1) This is a change, but a change you can handle. It is true that standard Shadowrunners simply aren`t first level characters. Each edition made the entry level a bit higher (well, actually, I can only judge from second to third edtion). If you start with 1.000.000 Nuyen, you aren`t a 1st level Character.</p><p>And you get the oppertunity to start a lowpowered campaign, maybe a gang campaign, that is not possibly without tweaking the prioritity or point-system in Shadowrun.</p><p></p><p>2) The Shadowrun Magic system is a neat idea, but it is highly unbalanced. Most sensible wizards know how to cast spells without ever taking any kind of drain. (If they roll extraordinarily bad, they still have some karmadice to burn). But if the magic user woold take drain from every spell, they couldn`t cast more than three per day. (Which would cause at least a medium wound, and a +2 to all DCs is deadly in Shadowrun).</p><p>The basic concept of drain can be adapted to Shadowrun. (As I said, my group did it - there might be still some need for tweaking to balance it a bit to one or the other side, but so far, no trouble with it).</p><p></p><p>3)</p><p>ECLs are the way to go. And this ties in perfectly with point 1.</p><p>We made single HD racial classes for our D20 Shadowrun. Maybe it is not perfectly balanced, but I think it works quite well.</p><p></p><p>-</p><p>Shadowrun is not Hack & Slash? It is as Hack & Slash as you can get with a focus on guns. </p><p>Shadowrun doesn`t allow for more role-playing than D&D/D20 Modern. Maybe Shadowrun seems a bit more tactically, but maybe not: D20 Modern has rules for tripping, grappling, bullrushing, burst fire, autofire. Shadowrun has rules for burst fire and autofire. No special options in melee. (Not counting additional sourcebooks like the Arsenal, which contains melee maneuvers and styles.</p><p>Still, some aspects of the Shadowrun rules - especially a higher lethality (Snipers are deadly) enforce a much more tactically orientated game play. Still, this is possible in D20 Modern (and with the increased lethality thanks to Massive Damage Threshold, it might even be as neccessary as in SR)</p><p></p><p>Finally, I must admit, I would prefer a non-D20 version of Shadowrun - if it would work as well as D20. I like the Shadowrun flavour, and there are some aspects you simply cannot translate to D20, not without throwing most of the D20 concepts away..</p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1550183, member: 710"] 1) This is a change, but a change you can handle. It is true that standard Shadowrunners simply aren`t first level characters. Each edition made the entry level a bit higher (well, actually, I can only judge from second to third edtion). If you start with 1.000.000 Nuyen, you aren`t a 1st level Character. And you get the oppertunity to start a lowpowered campaign, maybe a gang campaign, that is not possibly without tweaking the prioritity or point-system in Shadowrun. 2) The Shadowrun Magic system is a neat idea, but it is highly unbalanced. Most sensible wizards know how to cast spells without ever taking any kind of drain. (If they roll extraordinarily bad, they still have some karmadice to burn). But if the magic user woold take drain from every spell, they couldn`t cast more than three per day. (Which would cause at least a medium wound, and a +2 to all DCs is deadly in Shadowrun). The basic concept of drain can be adapted to Shadowrun. (As I said, my group did it - there might be still some need for tweaking to balance it a bit to one or the other side, but so far, no trouble with it). 3) ECLs are the way to go. And this ties in perfectly with point 1. We made single HD racial classes for our D20 Shadowrun. Maybe it is not perfectly balanced, but I think it works quite well. - Shadowrun is not Hack & Slash? It is as Hack & Slash as you can get with a focus on guns. Shadowrun doesn`t allow for more role-playing than D&D/D20 Modern. Maybe Shadowrun seems a bit more tactically, but maybe not: D20 Modern has rules for tripping, grappling, bullrushing, burst fire, autofire. Shadowrun has rules for burst fire and autofire. No special options in melee. (Not counting additional sourcebooks like the Arsenal, which contains melee maneuvers and styles. Still, some aspects of the Shadowrun rules - especially a higher lethality (Snipers are deadly) enforce a much more tactically orientated game play. Still, this is possible in D20 Modern (and with the increased lethality thanks to Massive Damage Threshold, it might even be as neccessary as in SR) Finally, I must admit, I would prefer a non-D20 version of Shadowrun - if it would work as well as D20. I like the Shadowrun flavour, and there are some aspects you simply cannot translate to D20, not without throwing most of the D20 concepts away.. Mustrum Ridcully [/QUOTE]
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