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#26
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Moving Target ![]() ![]() Group: Members Posts: 184 Joined: 14-January 07 From: Zurich Orbital Member No.: 10,642 ![]() |
Exactly.
Great minds think alike. |
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#27
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Moving Target ![]() ![]() Group: Members Posts: 914 Joined: 26-August 05 From: Louisville, KY (Well, Memphis, IN technically but you won't know where that is.) Member No.: 7,626 ![]() |
I used to use SR2 instead of the old White Wolf system to run Mage 1st ed. It worked pretty well IMO. Of course, anything was better than the WW combat system and the conflicts between the 1e Mage descriptive text and mechanics were maddening as well.
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#28
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Cool idea... thnx! |
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#29
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Well I've started my group on the alternative setting. I'm leaving awakened characters as is and doing the following for cybered:
1) Runic / Tattoo Magic - this is my way of allowing cybernetics. Wired reflexes and the like. 2) Armour Bonding - kind of like Warforged in D&D Ebberon - pieces of armour are bonded to a metahuman's body. This replaces cybernetic limbs. 3) Animal Bonding - I had to give the rigger / hacker something! So, I replaced her drones with animals that she can control. Once again these bonds are achieved through the Runic / Tattoo Magic. - I've also had to create stats for armour (thanks for the suggestion earlier) and other weapons; e.g. Short Sword. So far things seem to be working very well. As expected they cleaned up a group of kobolds in their first encounter. I'll let you know how things progress. I haven't decided whether to pit them against any classic fantasy fiends - like a beholder. Could be interesting. If you guys have any more ideas on coversion of monsters, etc... keep em coming. Right now I've only used humanoid monsters so its easy to create stats (e.g. kobold is just a weak metahuman). Later, Stryker |
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#30
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 ![]() |
The one really pressing problem of using Shadowrun's game engine (any edition) for fantasy is that the rules for melee combat have always been a tacked on afterthought.
That's design intent for Shadowrun. It's a game about detectives and shoot-outs. If a guy is running around with a sword it's either because he's such a bad-ass that he intends to win anyway, or it's because he's a god damned idiot who doesn't matter. There is a reason that D&D has a long combat round than Shadowrun and has people attack less times in it even so. Bullets are wicked fast, and Shadowrun's combat is played on that scale. A sword fighter is a minor consideration in that perspective. But in Fantasy... that's what people do. They stab people. They block, they disarm, they jump on chandeliers, whatever. And if you keep the Shadowrun-style "check for victory" method of sword-fighting, it's going to be deathly dull. Even, perhaps especially at low fantasy, a Fantasy setting requires a more involved melee system. A structure for movement and a list of combat options that were distinctly different from "attack with sword to attempt to kill opponent". But the skill system and the magic system work fine in the context of a fantasy setting. I would suggest that every player be awakened though. Hackers and Street Samurai just don't exist in a fantasy setting and cannot be used to balanced a non-magical character. -Frank |
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#31
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
See, that's just too much for me. I don't know what would happen to me mentally if I sat down to play a fantasy RPG and learned that all along my character was actually just a sidekick on "Beastmaster". |
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#32
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
lol - well our hacker / rigger is not a combat oriented character... so she'd be totally lost without something to go on. She seemed to take it better than you would ;)
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#33
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
I like the beastmaster idea myself. Or maybe you could use the guy from Electra with the tattoo animals that came off.
As for the melee combat, I added some more stats to weapons to vary them more. I added an accuracy, parry, and smash trait and I added more depth to the reach stat. Accuracy was for finesse weapons mostly. Things that are good for defense are high in parry. Smash is the ability to negate their parry through brute force. Reach acted to negate dodge and determine how well you could fight from a horse with it. Some weapons also had AP, especially arrows. I also openned up the round from 3 to 6 seconds. |
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#34
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
Awakened characters are a problem, as Frank points out. But making everyone awakened is just too high fantasy for me. I don't have a Shadowrun-fantasy set of rules/concepts, but now I am very interested in making one. It's going on my to-do list:
Here's a few ideas I have just off the top of my head: 1) I love the beastmaster idea. 2) I would create a telepath and a "telepathy" system that basically replaces hacking. Instead of hacking people's computers to control their devices and alter their secret files, you can control their bodies and actions and alter their memories. This would also work with the animals = rigger aspect. He's just using the telepathy rules differently. 3) Limit magicians considerably. I would suggest that even a high-fantasy setting doesn't need a single omni-magician character that can cast spells AND summon spirits AND astrally project AND read auras. These all sound like they'll get plenty of use in a fantasy game even if each magician only does one or two of these things. 4) Maybe replace Magic with something dark and twisted, that eventually kills you or eats your soul. Alternatively, have different types of magic with each type having a different effect for having a high magic score. 5) Emphasize skills. Skills and knowledge skills are ultimately where the characters are going to specialize since they can't really specialize in inventory like they can in Shadowrun. Think of certain character archetypes and try to make about 4-5 skills and one attribute associated with eachtype, to put it roughly on par with The Face (which is a skills-based archetype). 6) Don't let players buy magic items with currency, like cyberwear. Have them spend Build Points and Karma for it. This way creating a Magician will be similiar to creating a Mystic Knight, in terms of how the Build Points are spent in what areas. 7) Don't forget about rules for animal companions and creature-types. I know a lot of folks who'd be looking to play their favorite Dragon-rider characters... 8) Frank's right. There's no Streetsams or Hackers (unless you use the telepath idea). I would suggest getting rid of adepts or every "Knight" will want to be an adept. Maybe keep adept-magicians, or assume all magicians are adept-magicians. Although there are no Hackers, StreetSams, Drone Riggers, Gunslinger Adepts, you could just as easily have Bounty Hunters, Covert Ops, Enforcers, Face, Occult Investigator, Eco-Shamans, 9) In general, I think the archetypes should be more focussed and there should be less overlap. This will probably mean lowering the BP count. The following archetypes may be inappropriate for a fantasy setting unless you used rule systems that explained their use: Hackers, Technomancers, Drone Riggers, Street Samurai, and Weapon Specialist, The following archetypes might be appropriate for a fantasy setting with a little tweaking: Assassin (Covert Op), Bounty Hunter (Bounty Hunter), Cavalry (Smuggler), Dillitante (Face), Sneak (Covert Op again), Thug/Rogue (Street Ganger), Knight (Enforcer), Marksman (Gunslinger Adept - but more gunslinger and less adept). The Weapon Specialist might be replaceable with an Inventor. The Hacker, Drone Rigger, and Technomancer can be replaced by using a "telepathy" system that mimicks the way the hacking rules work. It's up to you how you want to have the Awakened archetypes work, but renaming and refocussing them to generic things like Priest, Cultist, Druid, Oracle, and Mage shouldn't be difficult. Again, I think if you broke up the different components that make up the magic system you could have many more. An Oracle might be useful even if the only magic they had was Astral Perception and Assensing, for example. He would also still have other skills. |
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#35
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Actually I like the idea of all of the PCs being adepts to some degree. This is how Earthdawn works and it isn't bad (it's the dice mechanic that is bad). Basically the heros have a small amount of ability that makes them powerful enough to be the heroes. It doesn't have to be super powered.
I also like the idea of breaking up the magic for more character types. I set up a magical tradition creation ssytem that might work here. You would need to define several of the adept powers based more on BP but also limit them by magic rating. Give everyone a starting magic rating of say 1 or 2. That way they could have a few things to start with. Shadowrun magic is very powerful in a mid level kind of way. It tops out fairly quickly and there are alot of restrictions on the magic avaliable. However it is powerful on the low end because it was trying to keep up with machine guns. Personally I would set some spells as ritual only and require a high magic rating. Then set some of the combat magic to a certain magic rating. I know that it sounds like spell levels but it would allow you to have a progression of power in a setting where it is the primary power. |
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#36
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Moving Target ![]() ![]() Group: Members Posts: 914 Joined: 26-August 05 From: Louisville, KY (Well, Memphis, IN technically but you won't know where that is.) Member No.: 7,626 ![]() |
The dice mechanic was a statistically elegant solution that was inelegant in operation. Each step value was the statistical average of the roll, factoring in the infinite rerolls. At a certain point, the additional gain from rerolls became mathematically irrelevant as the odds of gaining the result skyrocketed past the impact of the reroll. So Step 12 is expected to get a result of 12. Step 4 a 4. Statistically elegant. The problem came from the implementation, using all the dice. Not so bad at low circles where step modifiers were rare but at higher levels you might have four or five potential modifiers to account for, which meant players had matrixes of die combinations. |
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#37
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Well, there's that, and there's the fact that while the expected result was always correct, the distribution varied pretty widely IIRC.
~J |
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#38
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
Yes, the distribution could've been kept closer if they'd only use D4s and incrimented in steps of 2.5.
Step 25: roll 10 D4. Of course, I thought dice were a way to add variance into a system, and I thought uncertainty was desired in situations too complex to perfectly model, so I see no reason why a loose but truly random distribution would be a bad thing. |
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#39
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Do you really think the D20 combat system is more complex than SR4? I've played both systems and would really have to disagree with that. I'm of the opinion that SR4 rules would be good for low fantasy, but probably not 'high' fantasy... the PCs would get their butts kicked if they ever met a dragon in battle. As for hacker / riggers, etc... I concur. That's why I have altered the characters for the duration of this story arc... you have to have them to balance out the awakened characters and you don't necessarily want to rebuild the characters. Regards, Stryker |
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#40
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Cetiah - I like a lot of your ideas for converting SR4 rules to pure fantasy... especially lowering the magic rating and having ppl concentrate on skills. I think you'd have to bastardize some of the skills / class abilities from other fantasy rule sets to make it work. I'd also think about getting rid of Initiative Passes within a round...
As it stands I'm just doing a pure fantasy 'cameo' within my overall Shadowrun campaign so, coming up with conversion rules is the route I took... Thanks again, Stryker |
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#41
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Moving Target ![]() ![]() Group: Members Posts: 745 Joined: 2-January 07 From: Los Angeles, CA Member No.: 10,510 ![]() |
Great Deus, YES!!!!!!! d20 combat gives me a headache. It's not the basic "attack mechanic" with hits, and multiple attacks, and armor, and hitpoints and whatnot - it's all the damn "subsystems" and the need to know exactly where everything is to the tiniest details. It doesn't have hit locations, but anything short of that has to be fully detailed and taken into account. I especially hate that there's are (somewhat) seperate resolution system for resolving unarmed combat, subdual combat, monk's unarmed fighting options, and grapple rules which all have to be cross-referenced if you want to run a sample combat. And everything that relies on these systems also modify them, whether its inventories, feats, character options, spells, you name it. The system is never used plain vanilla. A reading of the combat chapter will not in any way resemble actual an actual combat scene. I'm not saying its necessarily too difficult or too hard, but at least with Shadowrun the overall model is tigher and functions more smoothly and the various aspects of combat are meant to resemble eachother rather than provide radically different subsystem resolution methods. That being said, Shadowrun has more conditional/situational modifiers. This adds to its complexity exponentially, and I'm not taking that into account with my comparison. Also, I don't think the complexity values are all that different from the perspective of any individual player or even any individual encounter - about the same amount of work, resolution, and complexity goes into both. What makes it hard is the running sample combats ahead of time to try to balance encounters and also the sheer amount of improvisation required in combat when your player calls on a subsystem or special rule you weren't expecting or didn't take into account. Especially for critical scenes. If your adventures/dungeon crawls have no critical scenes, this isn't as important I suppose.
I'd agree with that. I've been looking for a really good high-magic low-fantasy setting. Something where my players are expected to create a "Captain of the King's Guard" rather than "The Ultimate Mystic Avenger". |
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#42
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
depends on what you want in a fantasy game. for instance, if you're basing your game in the world of the Black Company, big fancy swordfights would detract from the atmosphere. Black Company 'heroes' don't swing from chandeliers, they stab you while trying to keep from getting stabbed, because getting stabbed means you might die. for a gritty, dirty, dangerous fantasy world, i think SR's system can work okay. speaking of high-magic, low-fantasy, the Black Company is exactly what i'd recommend. there's a lot of very powerful magic (in Green Ronin's excellent d20 version, there are level 50 wizards running around), but the world itself is... well, you won't see any lone heroes facing off against dragons. |
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#43
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Cetiah - I hear what you're saying RE: the combat rules in D20. I think the overall 'mechanics' may be simpler, but not as well organized as SR4. SR4 is richer in it's complexity... I guess that's what I mean. I like the fact that there are opposed roles in combat to dodge and resist damage instead one throw of the D20 vs. Armour Class. The base mechanics in D20 are simpler, but have more variables... and in this case simpler doesn't equate to better.
Thus the reason I'm giving SR4 rules a spin in a fantasy setting. :) I think the SR4 rules can be used very well for a 'realistic' fantasy campaign with some of the tweaks that have been mentioned here. I'm still wondering how well the players would do against monstrous foes (e.g. a Fire Giant). I personally think they would get squashed if you did the conversion correctly... and that's what worries me. That's a lot of what fantasy is about... taking on the monsters. I'll have to check out that Black Company setting - loved the books! Regards, Stryker |
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#44
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
D&D 3e is crappy in many ways, but it had one great idea that very few other fantasy settings explore in depth, grafting. The basic idea is simple. Lets say you cut off the arm of a creature that has exceptional strength or that has the ability to inflict negative levels or some such thing. You can take that arm to someone with the ability to perform a graft and have him cut off your arm and put the creature's arm on you in its place. This is a good way to gain power, not unlike cyberware, but it is also a good way to turn oneself into a freakish monstrosity, especially if you tend to graft undead parts onto yourself.
Such a grafting system can easily mimic bioware and, in some cases, cyberware (limbs, for example). As for the hacking and drones, you can have a low fantasy setting with high magic or magitech, such that you can have networks of of mechanical golems at your disposal for a price and one can have worldwide information systems based on crystals and magitech thought interfaces instead of silicon chips and simsense. Depending on how you spin it, this may just be cyberpunk with magic supplanting of technology or it might be more akin to fantasy-steampunk. However, it is still quite possible to maintain a low fantasy feeling while incorporating all of these elements. As for melee combat and such, bows still trump swords in most cases. Preloaded and precocked crossbows, in particular, are quite effective. |
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#45
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Target ![]() Group: Members Posts: 22 Joined: 26-March 06 Member No.: 8,405 ![]() |
Cool - I like the grafting idea. That's what I was going for with the 'Armour Bonding'. Being able to bond certain parts of magical armour to your body to mimic cyberware. The idea of grafting would be very interesting - eye replacement, etc... could be done this way.
Great idea - do you know what source book that came from? Regards, Stryker |
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#46
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
Libris Mortis and Lords of Madness. On the subject of eye replacement, Earthdawn had a number of blood charms which involved an eye made of a precious mineral with a worm-like creature inside. The worm would burrow into the user's eye, permanently destroying it, and attach itself to the optic nerve. The magical gemstone would then serve as a replacement eye, providing one of several possible vision enhancements. |
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