I had started some basics for a Shadowrun conversion of EotE way back and then when this system was announced I put that on pause to let them do a lot of the work for me. I'm most of the way through the Genesys book and thrilled so far. Most of the conversion is probably going to be straight forward and I have pretty good ideas for how I want to build things, but I was hoping for a bit of advice on balancing one of those ideas to keep a bit of flavor of the shadowrun world.
In that setting, there is a bit of a risk/reward aspect to magic. By their default rules, you have a magic attribute and can select how powerfully you cast a spell. If you cast it beneath the magic attribute, any negative hits on the roll do non-lethal damage to you, but if you cast it above your magic attribute you suffer any of those negatives as real damage. Basically you can put yourself on the line to cast a spell beyond what you probably should be able to.
Obviously in the more narrative system I am looking to simplify that a lot. I think the static 2 strain to cast a spell works just fine as the non-lethal equivalent. For the more risky version of casting, I was considering the idea of having them being able to lower the difficulty die by one if they take wounds to do so, however this is where I'm unsure what would be a balanced way of doing this. Changing the two strain to two wounds to lower the difficulty would be the simplest rule, but is that fair or overkill? It gives a chance of success on spells that are harder and also means its more likely you will have advantages left over to trigger abilities, but its a fairly sizable hit. Is a 1 for 1 more in line? Or should we leave some randomness to it and say something like 'you can lower the difficulty of casting by 1, but any uncanceled threat are taken as wounds'?
Love to hear some thoughts and ideas on this!