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Pro's and con's of shadowrun meets dnd

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oxford

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« on: <12-20-12/2317:35> »
Thinking of mixing up our sr game with some classic dnd monsters, i used the powers and modified them for SR and im thinking of sending my runners back in time to battle some monsters. im thinking of ways to make it work, maybe a time shifting crystal so they can travel back and forth at will or something. We have an old dnd campaign that we never finished that would be fun to finish it w sr characters i think. Anyways, and suggestions on how to make it a smooth transition? I already hand made some classic monsters and adjusted their powers

All4BigGuns

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« Reply #1 on: <12-20-12/2319:19> »
Honest opinion? I say simply: Don't.

Two different games, and IMO they should stay that way.
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Crunch

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« Reply #2 on: <12-20-12/2326:14> »
If you want to try time travel to a fantasy setting in SR, why not check out Earthdawn. It has ties to SR already built in.

Mirikon

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« Reply #3 on: <12-21-12/0119:35> »
If you're simply looking to recast your D&D campaign in a new system, I'd say go with Mutants and Masterminds or Hero System. Both are points based, effects based systems, and allow for a wide range of character types. Both are also fairly easy to do fantasy elements with, as well, despite the fact that they were originally intended for superhero games. Frankly, Shadowrun, while a great system, doesn't easily convert to anything that isn't Shadowrun.

M&M is based on the d20 system, so your players will be able to pick it up easily. I'd go with M&M 2nd, which is closer to the d20 system than 3rd, and generally better, IMO. However, the 'feel' of combat in M&M is more freewheeling, like you would get in a comic book. For a 'feel' more like D&D, go with Hero System. More math on the front end, and more bookkeeping during play, but it keeps that tactical feel you find in D&D. If you can get the group to buckle down and learn the system, I'd recommend Hero System 4th, 5th, or 6th.
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Mithlas

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« Reply #4 on: <12-21-12/0350:30> »
If you're looking for more critters and such, there's actually a lot of good crunch material in Running Wild. If what you want is specifically to convert, then beyond basics like "dexterity splits into Agility/Reaction" and "constitution converts to Body" I'm not sure what pointers I could give.

If you're wanting to branch out, I like rules-lite games and would definitely prefer Mutants and Masterminds, but if you like the math involvement (which is a layer unto itself in certain systems) then Hero (at least 6th edition, the only one I know anything about) would definitely be something to look for.

Mirikon: I'm only familiar with M&M 3e, what sort of changes did they make that would make 2e closer to dnd's d20 system?

Mirikon

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« Reply #5 on: <12-21-12/0425:12> »
M&M 2nd had the six D&D attributes and Fort, Ref, Will, and Toughness saves (I believe you can find toughness saves as an optional rule in Unearthed Arcana for D&D 3.5, as well). They also had Attack and Defense bonuses, which were roughly equivalent to BAB and AC. In 3rd, they added two attributes, more defenses, kept the points the same, and took away drawbacks. In 2nd, Drawbacks were flaws that were more serious than complications, and gave you bonus points, much like how negative qualities work in Shadowrun. Vampire bursting into flame when they are exposed to sunlight? Drawback. Taking an enemy's sword whenever you defeat them? Complication. Superman reacting to Kryptonite? Drawback. Claustrophobia? Complication. Can only use your mega-blast at full power? Drawback. Secret Identity? Complication. And so on. In 3rd, they lumped all those things in as complications. Combined with the extra attributes and defenses you needed to buy, this basically encourages people to be one- or two-trick ponies, rather than generalists, and makes it more difficult to build a 'monster' character that lives up to the archetype. In other words, if you're Superman, Wonder Woman, or Cyclops, you're fine. If you're someone with more expansive powers, you're SOL.
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emsquared

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« Reply #6 on: <12-21-12/1255:15> »
If you're jonesing for time travel, at least have it be due to a dragon and meta-planar magic or a worm-hole or something that is psuedo-SR flavored AND out of their control. Never, in any game system, should you give players control over time-travel...

Mirikon

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« Reply #7 on: <12-21-12/1453:15> »
Heh. Well, that is less true in Superhero universes. I've played two characters in such universes with some time-altering abilities. My favorite is a necromancer who lives outside of time, and dips in and out as he pleases. Think Doctor Who mixed with Doctor Strange and you start to get the idea.
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emsquared

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« Reply #8 on: <12-21-12/1559:45> »
Heh. Well, that is less true in Superhero universes. I've played two characters in such universes with some time-altering abilities. My favorite is a necromancer who lives outside of time, and dips in and out as he pleases. Think Doctor Who mixed with Doctor Strange and you start to get the idea.
To that I would say, altering time (slowing it, even stopping it, or being ageless, etc.) is quite likely not the same as "traveling back and forth" through time at will, especially if the ability to influence reality is limited while in the altered time-state.

Mirikon

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« Reply #9 on: <12-21-12/1727:35> »
Well, he couldn't travel back and forth through time at will, per se. He had to go to his home outside of time and space and use a device there that allowed him to cross time and space. From the other characters' perspectives, he didn't live according to linear time. The first time they met him, it was fifty years since he'd last seen them, and he showed up for a meeting two days later and met them for the first time. But I had a gentleman's agreement with the DM not to simply 'undo' things when bad things happened. The in character reason involved world-ending paradoxes.
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Inconnu

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« Reply #10 on: <12-21-12/2103:28> »
Perhaps add a quality, Unusual Ability. With it, an otherwise mundane(or magical. We don't judge.) runner has one ability that bends(not breaks) the rules of magic. Like Teleportation(Diffuses the molecules composing the body, then moves them at the speed of light to a chosen location) Make it cost 35 BP(so they can't have any other positive qualities) and make them take some mental health negatives(ultimate power corrupts ultimately)

JustADude

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« Reply #11 on: <12-22-12/0649:56> »
Perhaps add a quality, Unusual Ability. With it, an otherwise mundane(or magical. We don't judge.) runner has one ability that bends(not breaks) the rules of magic. Like Teleportation(Diffuses the molecules composing the body, then moves them at the speed of light to a chosen location) Make it cost 35 BP(so they can't have any other positive qualities) and make them take some mental health negatives(ultimate power corrupts ultimately)

Except that if it's 35BP no magical character could ever possibly have it, since being an Adept/Magician/Techno costs Pos.Quality points.
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oxford

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« Reply #12 on: <12-22-12/1613:36> »
i was thinking more along the lines of way-portals that they can travel to specific points in greyhawk and battle Zaggig or Iuz

Inconnu

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« Reply #13 on: <12-22-12/1713:49> »
Make them take extra negs for it if they are awakened or latent dracs.

Malathis

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« Reply #14 on: <12-26-12/1018:02> »
I like the idea though personally I would go with Metaplanar travel rather than time travel. You could then either convert your old D&D adventure to SR rules, or convert your players characters over to D&D rules and play D&D for a few sessions.

Years ago when I was ran through Harlequins Back the GM did something like this, there was some custom story thrown in with it, but we traveled to a few different planes where we played in different game systems for a session or two, it was fun and really made the meta planes seem like very different places.