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Shadowrun d20???
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<blockquote data-quote="Cergorach" data-source="post: 1550340" data-attributes="member: 725"><p>Sure shadowrun had levels, they were called karma. Every 10 karma pool got you an extra karma pool die, this is effectively a level. Although you could spent karma sooner. A good compromise would be that you wouldn't have to spend all your skill points right away, but you would have to before you gained another level.</p><p></p><p>Starting level could easily be level 4-6, Darksun did it, every character started at 3rd level. I believe that Dragonstar also advices this in their campaign...</p><p></p><p></p><p>Have you seen Green Ronin's Psychic's Handbook? It involves powers that do non-lethal damage when cast. This could easily adepted to spells.</p><p></p><p></p><p>SR also has a certain balance, but the extremes of the variables are far greater than in D&D. You could have an ultra powerfull mage that could level a city with his hellball, but couldn't wield an axe if his life depended on it. In D&D the wizards gains a bab, so even if he doesn't train he'll eventually get better in using an axe even if he never used one or trained with one.</p><p></p><p>Effectively combining ECL with staring levels. Humans get 5 levels to distribute, dwarves/orcs 4 levels, elves/trolls 3.</p><p></p><p></p><p>Matrix, kind of depends on what you want, one of the problems with the SR matrix was that it was a sub game, mostly only interesting for the decker. You could simulate the SR system easily, a greater challenge would be to create a quiker/abstracter system that would still retain the mystery of the Matrix.</p><p></p><p>Astral is easy, use the Ethereal, maybe change a couple of it's properties, but this is really the easiest thing to convert.</p><p></p><p>Magic Items, simple, don't use them, and make up appropriate items that incorporate into the new magic system.</p><p></p><p>Not making SRD20 hack&Slash is also easy, instead of giving xp when monsters are defeated, give xp when objectives are met.</p><p></p><p>The removal of the buckets of dice is motivation enough for me ;-) Also the fact that my players would already have most of the game mechanics down is also a big plus.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 1550340, member: 725"] Sure shadowrun had levels, they were called karma. Every 10 karma pool got you an extra karma pool die, this is effectively a level. Although you could spent karma sooner. A good compromise would be that you wouldn't have to spend all your skill points right away, but you would have to before you gained another level. Starting level could easily be level 4-6, Darksun did it, every character started at 3rd level. I believe that Dragonstar also advices this in their campaign... Have you seen Green Ronin's Psychic's Handbook? It involves powers that do non-lethal damage when cast. This could easily adepted to spells. SR also has a certain balance, but the extremes of the variables are far greater than in D&D. You could have an ultra powerfull mage that could level a city with his hellball, but couldn't wield an axe if his life depended on it. In D&D the wizards gains a bab, so even if he doesn't train he'll eventually get better in using an axe even if he never used one or trained with one. Effectively combining ECL with staring levels. Humans get 5 levels to distribute, dwarves/orcs 4 levels, elves/trolls 3. Matrix, kind of depends on what you want, one of the problems with the SR matrix was that it was a sub game, mostly only interesting for the decker. You could simulate the SR system easily, a greater challenge would be to create a quiker/abstracter system that would still retain the mystery of the Matrix. Astral is easy, use the Ethereal, maybe change a couple of it's properties, but this is really the easiest thing to convert. Magic Items, simple, don't use them, and make up appropriate items that incorporate into the new magic system. Not making SRD20 hack&Slash is also easy, instead of giving xp when monsters are defeated, give xp when objectives are met. The removal of the buckets of dice is motivation enough for me ;-) Also the fact that my players would already have most of the game mechanics down is also a big plus. [/QUOTE]
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