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Converting True20 to 5e mechanics?
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<blockquote data-quote="Afrodyte" data-source="post: 6596483" data-attributes="member: 8713"><p>I really, really, really like True20 as a fantasy adventure roleplaying game. I enjoy the flexibility of 3 simple generic classes so that I can make a variety of concepts that would have required a ridiculous amount of multiclassing and house-ruling in previous editions. I also like only needing a single d20 to play instead of 6 different kinds of dice.</p><p></p><p>But...</p><p></p><p>I really, really, really like D&D 5e too! I am deeply in love with the way skill, tool, and vehicle proficiencies work, and I am a big fan of backgrounds and bounded accuracy. It gives me options for customization without inducing decision-making paralysis due to too many fiddly bits. The classes themselves offer several viable options, but not to the degree that, say, a classless system would. I also like the advantage and disadvantage mechanics, which give me a more intuitive way to deal with random circumstances that influence an ability check or attack roll. </p><p></p><p>For the most part, it's easy to translate True20 into 5e mechanics. The only problem comes when I think about what to do about class features. My inclination is to treat them like feats, perhaps with trees of feats to represent features that normally went to classes.</p><p></p><p>Magic, strangely enough, was easy to import from <a href="http://www.hauntedattic.org/legendarylives.html" target="_blank">Legendary Lives</a> (and I added a new power called Shadow Mastery), which makes it function like skill proficiencies but is a unique ability available only to mages.</p><p></p><p>What would you do to update True20 to 5e?</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 6596483, member: 8713"] I really, really, really like True20 as a fantasy adventure roleplaying game. I enjoy the flexibility of 3 simple generic classes so that I can make a variety of concepts that would have required a ridiculous amount of multiclassing and house-ruling in previous editions. I also like only needing a single d20 to play instead of 6 different kinds of dice. But... I really, really, really like D&D 5e too! I am deeply in love with the way skill, tool, and vehicle proficiencies work, and I am a big fan of backgrounds and bounded accuracy. It gives me options for customization without inducing decision-making paralysis due to too many fiddly bits. The classes themselves offer several viable options, but not to the degree that, say, a classless system would. I also like the advantage and disadvantage mechanics, which give me a more intuitive way to deal with random circumstances that influence an ability check or attack roll. For the most part, it's easy to translate True20 into 5e mechanics. The only problem comes when I think about what to do about class features. My inclination is to treat them like feats, perhaps with trees of feats to represent features that normally went to classes. Magic, strangely enough, was easy to import from [URL="http://www.hauntedattic.org/legendarylives.html"]Legendary Lives[/URL] (and I added a new power called Shadow Mastery), which makes it function like skill proficiencies but is a unique ability available only to mages. What would you do to update True20 to 5e? [/QUOTE]
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