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Shadowrun using DnD5 [OOC]
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<blockquote data-quote="Binder Fred" data-source="post: 7466730" data-attributes="member: 63746"><p>Been thinking about it and here's what I'd suggest:</p><p></p><p>- I like drug-damage as Strain, I'd expand it to everybody, not just magic-users (effects of drug-abuse on cyberred characters!), but make drug-induced Strain healable with the same methods that one cure drug-addiction?</p><p></p><p>- Idea: make Mentor Spirit a Feat with "You can take this feet multiple times. Each time you do, choose one(1) benefit from the list". To represent a magic-user's growing link with his Mentor with time.</p><p></p><p>- Add some Boosts to the Ram spell like Knockback and Area (for vs vehicles and drone). Possibly one that removes diadv vs moving objects?</p><p></p><p>- Elemental Wall at 4 Mag base seems a bit high... I'd suggest making a lesser version that's 2 or 3 Mag and giving it some boosts if you want to cover that much area (60' X 20' for the base version seems a bit excessive, especially in an urban setting...)</p><p></p><p>- The Armor spell really needs an upgrade, especially as it's a conc spell (I like where you're going with the improved spell concentration rules, though, this will help alleviate some of this). Maybe add a boost that flips it to something strong against only ranged/ballistic attacks, like the Shield/Protection from arrows spells of old?</p><p></p><p>- Other possible magic Feats:</p><ul> <li data-xf-list-type="ul">Spirit Friend: Spirits like you and are more likely to do what you want. +2 effective Charisma for the purpose of Conjuring spirits, and your negative racial modifier to Cha (if any) does not apply to spirits.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">Double and Triple Cast: Same as Double and Triple attack but with spells. </li> <li data-xf-list-type="ul">Change Improved Critical, Menacing Attack (and Aim maneuver) to include spell attacks?</li> <li data-xf-list-type="ul">Not suggestion adding spells to the Point Blanc feat tree, but no access to Precise Shot for Magic-users?</li> <li data-xf-list-type="ul">Spell Focus: like the Weapon Focus feat, but for a specific spell group. (Got to change the name of this feat too; it's too confusing...).</li> <li data-xf-list-type="ul">Spell penetration: Bonus to spell DC for specific spell group </li> </ul><p></p><p>- Make a cyber (an alternate version of damage comp?), feat or talent that provides hardness "only vs pain damage" (including overcasting damage)?</p><p></p><p>Lastly, a question: do you spend your MPs before or after conjuring? i.e. after failing to summon a Mag 4 spirit, do you still need to spend 8 MPs? Or nothing at all? Or a fixed failure amount?</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 7466730, member: 63746"] Been thinking about it and here's what I'd suggest: - I like drug-damage as Strain, I'd expand it to everybody, not just magic-users (effects of drug-abuse on cyberred characters!), but make drug-induced Strain healable with the same methods that one cure drug-addiction? - Idea: make Mentor Spirit a Feat with "You can take this feet multiple times. Each time you do, choose one(1) benefit from the list". To represent a magic-user's growing link with his Mentor with time. - Add some Boosts to the Ram spell like Knockback and Area (for vs vehicles and drone). Possibly one that removes diadv vs moving objects? - Elemental Wall at 4 Mag base seems a bit high... I'd suggest making a lesser version that's 2 or 3 Mag and giving it some boosts if you want to cover that much area (60' X 20' for the base version seems a bit excessive, especially in an urban setting...) - The Armor spell really needs an upgrade, especially as it's a conc spell (I like where you're going with the improved spell concentration rules, though, this will help alleviate some of this). Maybe add a boost that flips it to something strong against only ranged/ballistic attacks, like the Shield/Protection from arrows spells of old? - Other possible magic Feats: [LIST] [*]Spirit Friend: Spirits like you and are more likely to do what you want. +2 effective Charisma for the purpose of Conjuring spirits, and your negative racial modifier to Cha (if any) does not apply to spirits. [*] [*]Double and Triple Cast: Same as Double and Triple attack but with spells. [*]Change Improved Critical, Menacing Attack (and Aim maneuver) to include spell attacks? [*]Not suggestion adding spells to the Point Blanc feat tree, but no access to Precise Shot for Magic-users? [*]Spell Focus: like the Weapon Focus feat, but for a specific spell group. (Got to change the name of this feat too; it's too confusing...). [*]Spell penetration: Bonus to spell DC for specific spell group [/LIST] - Make a cyber (an alternate version of damage comp?), feat or talent that provides hardness "only vs pain damage" (including overcasting damage)? Lastly, a question: do you spend your MPs before or after conjuring? i.e. after failing to summon a Mag 4 spirit, do you still need to spend 8 MPs? Or nothing at all? Or a fixed failure amount? [/QUOTE]
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