Shadowrun Tactics, Fast combat resolution rules (house rules gone wild) |
Shadowrun Tactics, Fast combat resolution rules (house rules gone wild) |
Feb 21 2010, 08:09 AM
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Target Group: Members Posts: 56 Joined: 26-March 05 Member No.: 7,236 |
Hey folks,
I've been a GM for Shadowrun for over 10 years (that was a lot of college) and I've been missing the hobby a lot, so one day I started typing and now I am pretty close to having a finished document. What is it? It started like a bunch of house rules. And then was re-written at least three times. I'm half-way done with fourth. It is loosely based on Shadowrun 4th edition, and requires 4th edition core book to play (skill lists, gear lists, spell lists, etc). And it still uses d6's. I ended up replacing the core mechanic of the game, to give birth to this bastard version that is supposed to resolve combat on larger scale (i.e. gang wars, larger swat teams), almost as quickly as it's done in various Warhammer products. But it isn't derivative of them in any way. I just used the KISS principle in broad strokes. I just wanted the combat to be done faster so my friends and I could spend more time on the stories and character development and all that crazy planning they like to do. When this document is done I'll probably just hang it in the internet somewhere with the nice disclaimer I borrowed from WizKids site (i.e. don't sue me I'm poor and I'm not affiliated with anyone important in any way). I'm looking for testers. Is anybody here interested? Because the core mechanics are simpler than most rules we've played with over the years, I'm concerned with survivability and abusability. And nothing can find problems like that like a pair of someone else's eyes. Thanks. Updated: link to latest version (1.6) https://docs.google.com/leaf?id=0B5OVd1pEnu...0NjYy&hl=en |
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Lo-Fi Version | Time is now: 29th November 2024 - 01:51 PM |
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