Shadows of the Past
Welcome to the further Shadows of my mind. ï?Š
So, I’ve always loved Shadowrun’s 3rd edition system. I really do feel like they’ve cleaned it up and made the corrections they needed to from 2nd edition and it retains an elegant simplicity that still allows for a tremendous amount of sophistication and detail.
But, I also absolutely LOVE heroic fantasy. I love the way of it and the drama of it and the feel of it. Now, by heroic fantasy I do NOT mean Epic D&D. Indeed, if we are talking power levels I think that 5-8th levels in 3.5D&D are the MOST heroic ones. I also think they are VERY poorly represented in D&D of any edition or any stamp. The problem is the system itself. Specifically the biggest problem is hit points. Following this is weapon damage and how armor works. Really the only good thing about D&D for me is the magic system…except that it is a Vancian system and I despise THAT more than hit points. Mechanically it’s clunky and contrived.
So…. The obvious fix is to wed the Shadowrun system in to a heroic fantasy setting. Obviously this is going to take some tweaking.
First there is the problem, as one forumite put it, that Mages and Archers would own the world. Another noted that for a long time, archers basically did own the world combat wise. Agincourt taught that lesson. Yet for the game this is less than optimal.
So, we’re going to try a multi pronged approach to fixing the bumps. The first is what armor is and what it does for you. This is going to be as generic as I can make it, using an almost D&D-esque genericism to fit as many eventualities as possible. First, armor “sometimes� reduces the basic effectiveness of what is being used against you. For instance, chainmail, as was stated in an earlier example, is wonderful against bashing types of weapons and crushing ones as well…but is much less worthwhile against piercing weapons. To reflect this there would have to be several basic types of armor and attention now paid to what gross method was used to deliver the damage. This is beginning to sound like earlier editions of D&D, but don’t despair. I promise to leave THAC0 out of this.
So, we’d want a set up something like this:
• Padded (slashing+)
• Leather (slashing+)
• Ring (slashing+)
• Scale (slashing and blunt+)
• Brigandine (slashing ++ and blunt+)
• Splinted (slashing ++ and blunt+)
• Lamellar (slashing++ piercing and blunt both at +)
• Mail (slashing & blunt ++)
• Plate (slashing and piercing ++; blunt +)--very rare--
The + indicates that the armor will reduce half of the damage, rounded down, to non-lethal while a ++ means that it reduces all of the damage to non-lethal before application. The armor would then reduce the damage in a normal manner. That is to say that a suit of Brigandine armor rated at (SL*4++/BL*2+/PR-) would reduce the power of a sword slash by 4 and would reduce all of the primary damage from one to non-lethal.
Since most ancient armors are piece work it could be added easily enough added that the greaves and gauntlets on Example Warrior A are Leather (2+/-/-) while he was also wearing a Scalemail cuirass (4+/2+/-) and so it begins to matter where and how he is hit. Hmmm, this already may be a problem. Feedback?
Isshia
Ohh, and Heya FotD.