Shadowrun using DnD5 [OOC]

So a couple more ideas... first for feats...

Spirit Foe. You know who to fight elementals and spirits. Whenever you are fighting a spirits (elemental or natural) you gain a +2 insight bonus to both your attack rolls and damage rolls against them. Also you ignore any Hardness that the creatures have when it is physically manifesting.
Spirit Friend. You have a natural affinity with spirits. First, most free spirits do not see you as hostile and will not attack you unless you provoke it (by attack it, etc.). You also gain a +2 moral bonus to all Charisma based skills when interacting with free spirits. If you are a magic user you gain a +1 insight bonus to all Conjuration checks.

Other ideas from @Binder Fred

I hear what you are saying about damage spells but I am not sure I want to start off higher then I have laid out so far. I want to test it. If it sucks we can totally adjust even in the middle of combat if we have to. Other feats that double attack and triple attack for magic are not something I think would work. There are not included at all in DnD5 and while this is a different animal I am not sure that works in this setting.

The Ram spell automatically has the AP and Heavy Damage weapon properties which means that a vehicle only gets 1/2 (round down) its hardness and does not get its normal Resistant to all personal scale damage. I did add +1 magnitude to ignore the disadvantage for moving.

I think, that Improved Critical, etc. already apply to spells that require a Magical Attack roll. We have always played it that way (although there are few situations that in comes up in regular DnD

Spell Focus/Expertise kind is already included in various talents. I am not sure I want to have to many stacking ones although there are items that can be combined for normal weapons, so maybe. Same with Spell Penetration. Again it might be worth it to think about it some more.
 

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OK last change for the day I think...

To the Armor spell I added...
* Shield (+1 Magnitude): With a reaction, you can add your Proficiency bonus to your armor class when you are maintaining the armor spell. This can happen just before you are attacked, potentially causing the attack to miss. The affects last until the start of your next turn.
 

Well, if you can take a short rest after every combat, that of course changes the game.

On another topic, I've been thinking, and realized your MP pool is actually a lot like your SR stun meter! We could mechanically connect the MP pool to your HP pool, merging the two mechanics into one: spells have an MP cost, subtract it from MPs; if you don't have enough MPs, subtract the difference from you HPs.

Hm... if you overcast, we could say XXX% of the cost MUST come from your HPs? (1/4 if overcast by 1Mag, then 1/2, then 100%). (Alternatively, if you really want a random aspect to it, as above, except you roll enough dice that their average exceeds the MPs you need to spend: overcast on a 6MP spell, roll 2d6). That gives you a nice transition from 'easy to cast without consequences' to 'fall down dead from drain'. Drop down safe Mag limits to, say, 2, to reflect the milder drain rules.

... Then again, if we consider MPs to be a magic-users "stun" pool, then designing a "drain-resistance roll vs spell drain DC" mechanics à la SR becomes possible?

Sheer genius or incipient madness? :)
 

Various stuff.

Shield: Interesting! How does it work though? Do you cast it as Shield (Mag2) and you can use your reaction whenever? Or do you cast the additional 1Mag (with afferent MP cost) every time you use it? I could see both versions (although if the former, I'd suggest making it last against just one attack?)

So I can't convince you on the Knockback thing for Ram? I have this vision of throwing back people by affecting their armor, or of tossing file cabinets all over the place :devil: "If a shotgun can throw you on your ass, why can't a spell?"

In order to astral project ones spirit into the astral plane or from the astral plane back into their body requires a one-minute ritual (10 rounds).
This was a Complex action in SR. Why the extreme increase? I'd suggest at least dropping the need for a return ritual? (You don't want to be trapped in the astral with hostile spirits barking at your heels...). Maybe a successful Conjuring test to return if you want to go that way?

Combat Spells: I'd suggest merging Physical and Mana Bolt with Elemental Bolt, just treat it as other types of damage?

I aslso think it would make more sense to build-in the secondary effect into the base version instead of having it be an add-on? (What exactly is a fireball that doesn't burn?)

Add a 30' cone (1 mag) boost to the possible add-ons to match the two levels of the area Boost?

Healing Touch: -3HP per additionnal healing = additional record-keeping. I don't have a solution for this, but worth thinking about...

Blurred Image: "It would still confuse a Spyder-Rigger controlling a security rigged-gun emplacement, as a sentient is in control of the device."

If we go by SR, it would only work on the rigger if he had direct sight on the target (either with his own eyes or through fiber optics). Else he's looking at a screen maybe 100 klicks away, where the spell can't touch him.

Add a "Physical Blur" boost to compensate for this? Logic-matches the Invisibility spell which is also mana-based...

And that's it for now! :)
 

How Shield would work is that if you have the the Armor spell up and were concentrating on it, if at any time in the round you were hit and wanted to use your Reaction to add your proficiency bonus to your AC. If this cause the hit to miss you were not hit. Then the shield affect (the bonus to your AC) would linger until the start of your next turn/action. Now this may or may not be a great benefit to you as it depends on when you used it.

For Combat Spells (and others) the Mana and Physical are important in what or who they can affect BUT all of them have different damage types. The Mana and Physical don't really have any affect on that. Its mostly to be consistent with the rest of the spell list. As for secondary affects well... they are magic. Sure a fire spell should set you on fire but...

As for Blurred Image and Spyders, yea I know that is how it works in Shadowrun BUT it seems weird in my mind. Why does it not work for a weapon system that a rigger is in direct control of but not a sniper using an electronic scope to view you from 1,000 feet away? I will think about the physical blur though...
 

I was going to ask if Juno could be placed in the Rogue's Gallery as I am pretty sure she is done. I know the Troll Mage is not there yet. What do we need to finish him up to you think??? While combat is not right around the corner, some checks are going to start happening fairly soon...
 


So what are the heroes doing next? You are at the sewer system entrance according to your 'map'... just want to make sure before moving you forward ;)
 

Correct me, but I think the sniper with an electronic scope *wouldn't* be affected by the pure mana spell. (He'd only be affected if he looked at the scene with his other eye, or used an optical glass.) Basically, light and magic have a weird, intertwined relationship in SR, possibly because magic is a fondamental particle/wave as well? (Just a theory...)


Re character sheet, what I'd need is:

- Choose 1 feat. Changed Ntensity's stats around so he's at +5/+5 on average in magic. Still think his spell-penetration DC is awfully low at 12. If there was a feet to boost that for his Lightning Blast, he'd likely take that. (?)

- Chose 1 spell. If there was a, more limited, Elemental Wall version below 4Mag, he'd take that as well. Making a metallic option would fit Sparks to a T. :) (Although stone/concrete is of course a close second). Suggestion: Make HPs and size upgradable through Boosts.

- Did you decide on any changes on Jazz, or will we be playing it as written for now re Exhaustion levels?


General comment: The racial -1 Dex *combined* with the -1 AC is really kicking my ass.
 

Hmmm ok

I have to think about Blur and Mana some more then. Probably just easier to add a physical cost.

Let me play around with Elemental Wall then a bit. Maybe at its base will much shorter and can be built from there.

I don't remember what you asked about Jazz, can you remind me what you are thinking.

As for Trolls -1 to AC I have been debating that a lot. How about we drop that as it is not really an dnd5 thing.
 

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