ValhallaGH
Explorer
Normally I agree with you, but True 20 actually tries to avoid this. You can have a party of six warriors and they will be almost as varried as an IH party. They all fight but they do it in different ways. On the flip side, they could all learn the same tricks and fight in identicle ways with equal ease. It's a matter of choosing which feats you want. Not quite as varried as IH but it's still pretty good.JohnSnow said:On the roles: I dislike balancing classes on the whole "warrior, expert, spellcaster" model. It strikes me as a bad model that lends itself to cliche characters. I agree that, with open, and encouraged, multiclassing, True 20 does it better than standard D&D. However, you can still end up with a character that's a combat monkey with no appreciable skills, or a skill monkey who sucks at combat.
All skills are class skills. Warriors and Adepts get 4 + Int skills per level, Experts get 8+. The skill list contains about 50 skills, including the 15 knowledges and 8 performs. Crafts are infinite and there are no Profession skills. Many on the True20 forums think that there are too many skill points, at least for Experts, but you and I would both think them crazed.JohnSnow said:I don't know precisely how skills work in True 20.
I haven't felt the need for introducing skill groups, though I have been tempted with some of my Warrior/Adept Jedi builds.
My only real complaint is that there is no point in having 153 ranks in a skill. Once you can achieve everything on the chart by taking 10, the only reason to put a few more ranks into it is so that you can either take a fast completion challenge or take 5 when under stress. Other than opposed skills (Notice, Stealth, Bluff, Sense Motive and maybe Intimidate), there aren't really any skills that you need many ranks in. Thus, mid to high level characters tend towards low to moderate ranks in almost every skill rather than a few specializations.
I hear you. True20 tries to cover everything you'll need, and expands nicely over d20 (they have throwing rules! Not IH's throwing rules but still...), but some further guidance would be nice. The Extra Effort system is a little clunky but does remove the need for a skill-based stunt system in most instances.JohnSnow said:"Interesting Options covered by the rules" - I have a basic dislike of on-the-fly DM ruling - as a DM! I like having rules to cover unusual situations so that I don't end up having to create them myself. For example, Iron Heroes allows characters to perform stunts for extra bonuses, or accept a penalty to one thing for a benefit to something else, or whatever. I find it makes combat and task resolution more interesting.
You have been misinformed. The powers are generally very well defined, but it's a skill-like check to cast a power, so you don't know just how well you'll do until you roll the bone. Probably not something that would bother you, given the various magic systems you've worked with before and tried to build.JohnSnow said:Power System - From what I understand, a lot of the magical abilities in True 20 are kinda..."handwavey" in their effects. Basically, they do something...GM judgement call.
Word.JohnSnow said:If there's a phrase that makes me wince, it's "GM judgement call." I've usually had good DMs, so this isn't fear of a bad call. It's twofold. As a DM, I see players not trying things because they have no idea how I'll rule. As a player, I often won't try anything "creative" because I have no way of gauging my chance of success in advance.
Some people call that metagaming. I call it "weighing tactical options." It's something the character would do, and something, as a player, that I find entertaining.