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Old 01-20-2015, 07:17 AM   #12
Crakkerjakk
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Join Date: Sep 2005
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Default Re: Converting Shadowrun Magic to GURPS

Quote:
Originally Posted by Jürgen Hubert View Post
I'm still divided over that. Some people should have an easier time resisting drain than others, but basing everything on Will would probably be too unbalancing, unless you are okay with all PC mages running around with Will 20.


Some further thoughts on how to do the conversion:

I will largely go with the Shadowrun 5E rules, since they are the most recent and more flexible damage levels are easier to port than the four damage levels of Shadowrun 3E and earlier.

In Shadowrun 5E, an "average human" has 10 physical damage boxes. After that, he becomes "dying".

In GURPS, I will thus treat those 10 physical damage boxes as 20 hit points, with each box representing roughly 2 hit points.

For statistical analysis purposes, I will assume that each Shadowrun die equals 1/3 of a "hit", or success. Thus, an average human - with a value of "3" in all attributes - will have one hit on most resistance tests.
I don't think it should be a design goal to match specific outcomes from one set of mechanics to the other. I mean, trolls should be able to shrug off quite a few light pistol hits, but the exact same amount as SR is unnecessary, IMO. I'd feel the same about spell damage levels.

I like the idea of Force capping MoS.
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