QUOTE (Yerameyahu @ Mar 12 2011, 05:53 PM)

I can't imagine why there's so much (wildly off-topic) animosity in this silly thread, but it's too much trouble to find out.

I made some innocuous statement about how SR-type rules allow for more normalized power levels as opposed to D&D which is very disparate at the ends, and this guy's yakking at me about how his D&D-based non-D&D game breaks that conception because it's D&D and peasants can kill high-level knights and whatnot (even though it's not actually D&D).
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If the goal is to recreate the D&D *system* in SR4 rules, I agree that it's not worth the effort (if possible). If you *want* a class/level-based dungeon crawler with hit points, you obviously have to have a system that uses classes, levels, and hit points.

I still think that you could have fun playing 'pseudo-medieval fantasy SR4'.
I think the goal here would be to replicate a D&D-style fantasy game using the SR ruleset. It obviously wouldn't be D&D, but I think drawing some general expectations and flavor from D&D, and modifying some of the systems accordingly, would be ideal. Magic would need the biggest overhaul.
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I suggested (1/4-joking) that all the players nominally be Adepts, with the implication that you'd use PP as a major part of the leveling mechanic (clearly, a big change). I think this (along with metamagics and metamagic prereqs) could be used with distinct traditions to emulate any desired 'class feature' and leveling aspects (with the advantage of less linearity).
This could probably be better adapted to some sort of quasi-Eastern monk/martial-arts game. Samurai and ninja and whatnot.
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I also saw the suggestion that augmentations be 'ported' to a magic item/magic item location system (sounds like Incarnum?), which sounds promising. The Essence system could be scrapped, or altered to limit the total magic a character can use at once (very un-D&D, but possibly a good idea; maybe it scales with 'level' or can be directly increased with Karma?)
The magic item system would require some work. Honestly, you could probably dip into your handy D&D magic item lists for most things. Magic weapons could obviously just be treated like weapon foci (Force 1 = +1, etc) and magic armor would be just as easy (Force 1 = +1 to all armor ratings). Attribute boosters could just be toned down to 3 or 4 levels to give a per-level bonus to attributes. Magic items that just do stuff, like bags of holding, could just function straight out of the text.
The problem would come in with trying to add SR-specific modifications, like Initiative Passes. Sure, you could add some item like a Ring of Improved Initiative +2 that gives +2 Reaction and +2 IP, and have it be some super-powerful item. But them you have to remember that Mages in Shadowrun can only access this stuff normally by casting and sustaining spells --- anything else is an Essence trade-off. It's what prevents a Mage from being just as good a warrior as a Street Sam. They can achieve the same skill levels, but the Sam is going to be augmented like crazy, something the Mage just can't pull off. If you remove that restriction and let the mage load up on magic items like everyone else, they'll dominate unless some other major restrictions I haven't thought of are put on them.
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What are the other major problems? Is the goal here to port actual D&D modules (and every aspect of the game), or just make something that's D&D-like?
For me, it would just be making something D&D-like. I like D&D, except when the power levels start to scale out of fashion with the established setting.