ValhallaGH
Explorer
While both will get the job done, each system has advantages and disadvantages. I'll just list out the relative advantages, and let you choose. (Note: I think True 20 will work better for you, but I'll let you decide for yourself.)Ok, my wife and I are looking to run a post-apocalypse Sci-Fi RPG in the near future. After debating things a bit, we both looked at running it in d20 Modern. Then a friend of ours told us that we should instead look at running it in True 20. Unfortunately, while I know a bit about d20 Modern, I don't know anything about True 20. Before I decide to make an investment of buying an entirely new set of books, I wanted to hear which system works best.
So, what's the community's opinion: Which would work best for a Sci-Fi game, d20 Modern or True 20?
Both systems use abstract wealth rules (just about the same rules, too), so that's a non-issue when choosing systems. Also, both only have one core book, though there are a number of supplements for each.
True 20:
- Very simple character progressions.
- Heroic tenacity, high risk, and easily defeated minions are all part of the rules.
- No hit points, or easily predicted damage patterns, keeps combat exciting.
- Genre-neutral rules allow for intense customization and setting-appropriate adaptation.
- Relatively short skill list (about 40 skills, including all branches of knowledge and performance) allows for diversely capable characters.
- Even starting characters feel heroic (not invulnerable, just heroic).
- A random guy with a gun (or crossbow, or pointy stick) is always dangerous.
- Similar enough to other d20 systems to be easily and quickly picked up. (Does have tripping points.)
- Flexible, non-vancian power system.
- Conviction mechanics make every heroic character extremely heroic as long as they have Conviction.
- Mechanical benefits to role-playing a character.
- Custom Role mechanics available, though not needed for your type of game.
- Only ever uses a d20. Each player needs 1, the Narrator may need several if running groups of opponents (or roling "secretly" in the open).
- Default weapons are very generic.
- Armor resists damage, it does not increase defense.
- Good robot rules.
- Undead are very scary, especially undead casters.
- Still actively supported by the original publisher, as well as 3rd parties.
d20 Modern:
- Huge number of supporting products, including Sci-Fi Post Apocalypse resources.
- Hit points. Simple, predictable hit points.
- Very diverse and fine-grained skill system.
- Lots of different dice used.
- Very fine-grained weapon selections.
- Armor as Defense.
- Pre-defined classes and class progressions.
- Prestige classes (if you like that sort of thing).
- Vancian magic systems. Point-based psionics.
- Excellent 3rd party support.
- Mostly compatible with D&D 3.X, and enough so that players won't notice most of the differences.