Obviously, Shadowrun falls into the trap of having lots of tiny bonuses you have to remember, so you can’t win them all.
A D&D 5e -inspired fix: Instead of counting up a bunch of tiny bonuses, simply determine whether a character has "advantage" or "disadvantage" - if they have advantage, then they can reroll their 1s once to try and get more successes on their roll, if they have disadvantage, then they must reroll their 6s once and possibly end up with fewer.
Having played the shadowrun table-top, remembering the bonuses usually isn't a big deal because they don't vary situationally and you have the number of dice your character has for each skill written down on your character sheet, so you don't have to calculate a lot of finicky bonuses on the fly, only when you make the character and then adjust a number the 1-2 times a session something happens to permanently effect a characters capabilities. So if you're trying to plug dragon in the eye while jumping out of a helicopter, you roll the same number of dice as if you were shooting targets at a range, and that number is written down on your character sheet under "shooting things" the only difference is how high those have to roll for you to succeed.
The main problem I had with shadowrun was the whole "three worlds" thing. Street sams/infiltrators/riggers/faces/ etc are almost always in completely different locations and playing at different levels of time dilation than Deckers and, to a lesser extent mages, and often aren't even taking actions that immediately effect each other except in specifically contrived situations, so as a DM it's difficult to give more than 1-2 players screen time at once which often tends to lead to slower games and less engaged players. Love the world though, so it's often worth running, but there are bits of it that are not well thought out from a ttrpg perspective.
A D&D 5e -inspired fix: Instead of counting up a bunch of tiny bonuses, simply determine whether a character has "advantage" or "disadvantage" - if they have advantage, then they can reroll their 1s once to try and get more successes on their roll, if they have disadvantage, then they must reroll their 6s once and possibly end up with fewer.
Having played the shadowrun table-top, remembering the bonuses usually isn't a big deal because they don't vary situationally and you have the number of dice your character has for each skill written down on your character sheet, so you don't have to calculate a lot of finicky bonuses on the fly, only when you make the character and then adjust a number the 1-2 times a session something happens to permanently effect a characters capabilities. So if you're trying to plug dragon in the eye while jumping out of a helicopter, you roll the same number of dice as if you were shooting targets at a range, and that number is written down on your character sheet under "shooting things" the only difference is how high those have to roll for you to succeed.
The main problem I had with shadowrun was the whole "three worlds" thing. Street sams/infiltrators/riggers/faces/ etc are almost always in completely different locations and playing at different levels of time dilation than Deckers and, to a lesser extent mages, and often aren't even taking actions that immediately effect each other except in specifically contrived situations, so as a DM it's difficult to give more than 1-2 players screen time at once which often tends to lead to slower games and less engaged players. Love the world though, so it's often worth running, but there are bits of it that are not well thought out from a ttrpg perspective.
deleted by creator
deleted by creator