I guess for me I was trying to avoid having my group have to learn a new system at all. I figured it would probably be a bad idea. Caliber, mounts, magazine, mechanical reliability, barrel length - the list goes on.Ī lot of great replies. A sword is a sword is a sword, compared to all the variables inherent in a firearm. It's not enough to just have a "heavy pistol" the way you have a "longsword." Choice of equipment is a major part of character customization in Shadowrun, and that means a lot of equipment conversion into a system that really isn't designed to support that kind of variation in offering. It's not Shadowrun without a Ruger Super Warhawk or an Ares Predator. I would bet that you'll even see a rule that could be adapted for this purpose in the DMG.īut I think the more relevant point here is the nature of Shadowrun equpiment. You could emulate this phenomenon in D&D by simply using Constitution as a wound total instead of using hit points. There is no muscling out the dragon breath. There is no taking it on the chin in Shadowrun. Shadowrun calls them something different but what is ultimately important is that it just has a lot fewer of them, and they're hard to increase. Honestly, what makes firearms work in Shadowrun (and many other games) but not in D&D is hit points. I would need to really get this down before I put in the work a conversion like this would require. Do they even have magic potions in Shadowrun? And that leaves aside things like alchemy, which just feels like it doesn't fit in the setting. I think that problem would be even worse with more modern firearms. I've played around with some firearms rules but the feedback I got wasn't great and honestly my PCs aren't using them. Maybe give them special dice that they can add to skills? I don't know.Īnd about equipment. Not that great when I can buy all three from the corner store.Īnd then how do you represent riggers and deckers/hackers? I was thinking about a single class, maybe call it Savant, that would have both of those plus medics and maybe engineer types as sub-classes but I'm not sure how viable that would be. Gnomes can basically make a lighter, a music box and a wind-up toy. Would you replace that with modern weapons? Replace it with a new feature entirely? Leave it be?Īnd what about gnomes? The Rock gnome can make little gadgets, which aren't that hot today. I think the classes more or less would (as long as firearms didn't outdo spell damage) but what about the races? Most races get weapon training of some kind. I was thinking about converting it to 5e but I wasn't sure if it would work. The reason I ask is I've always been intrigued by the Shadowrun setting but not so excited by the rules. I don't even know why I would want to bite off a project like this but do you think it would be viable to create a conversion to 5e D&D for Shadowrun? I wasn't sure where to put this since I don't have any actual conversion material or anything to share.
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