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d20 Modern vs. True 20
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<blockquote data-quote="ValhallaGH" data-source="post: 4633130" data-attributes="member: 41187"><p>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.)</p><p>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.</p><p></p><p>True 20:</p><ul> <li data-xf-list-type="ul">Very simple character progressions.</li> <li data-xf-list-type="ul">Heroic tenacity, high risk, and easily defeated minions are all part of the rules.</li> <li data-xf-list-type="ul">No hit points, or easily predicted damage patterns, keeps combat exciting.</li> <li data-xf-list-type="ul">Genre-neutral rules allow for intense customization and setting-appropriate adaptation.</li> <li data-xf-list-type="ul">Relatively short skill list (about 40 skills, including all branches of knowledge and performance) allows for diversely capable characters.</li> <li data-xf-list-type="ul">Even starting characters feel heroic (not invulnerable, just heroic).</li> <li data-xf-list-type="ul">A random guy with a gun (or crossbow, or pointy stick) is always dangerous.</li> <li data-xf-list-type="ul">Similar enough to other d20 systems to be easily and quickly picked up. (Does have tripping points.)</li> <li data-xf-list-type="ul">Flexible, non-vancian power system.</li> <li data-xf-list-type="ul">Conviction mechanics make every heroic character extremely heroic as long as they have Conviction.</li> <li data-xf-list-type="ul">Mechanical benefits to role-playing a character.</li> <li data-xf-list-type="ul">Custom Role mechanics available, though not needed for your type of game.</li> <li data-xf-list-type="ul">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).</li> <li data-xf-list-type="ul">Default weapons are very generic.</li> <li data-xf-list-type="ul">Armor resists damage, it does not increase defense.</li> <li data-xf-list-type="ul">Good robot rules.</li> <li data-xf-list-type="ul">Undead are very scary, especially undead casters.</li> <li data-xf-list-type="ul">Still actively supported by the original publisher, as well as 3rd parties.</li> </ul><p></p><p>d20 Modern: <ul> <li data-xf-list-type="ul">Huge number of supporting products, including Sci-Fi Post Apocalypse resources.</li> <li data-xf-list-type="ul">Hit points. Simple, predictable hit points.</li> <li data-xf-list-type="ul">Very diverse and fine-grained skill system.</li> <li data-xf-list-type="ul">Lots of different dice used.</li> <li data-xf-list-type="ul">Very fine-grained weapon selections.</li> <li data-xf-list-type="ul">Armor as Defense.</li> <li data-xf-list-type="ul">Pre-defined classes and class progressions.</li> <li data-xf-list-type="ul">Prestige classes (if you like that sort of thing).</li> <li data-xf-list-type="ul">Vancian magic systems. Point-based psionics.</li> <li data-xf-list-type="ul">Excellent 3rd party support.</li> <li data-xf-list-type="ul">Mostly compatible with D&D 3.X, and enough so that players won't notice most of the differences.</li> </ul></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4633130, member: 41187"] 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.) 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: [list][*]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. [/list] d20 Modern:[list] [*]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. [/list] [/QUOTE]
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