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True 20 - Is it really Simpler?
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<blockquote data-quote="Jack Morgan" data-source="post: 2996002" data-attributes="member: 42272"><p>I have been running a True20 campaign for about six weeks. I think it is much simpler, but maybe not in the ways you are looking for. We found the damage track to be really easy to use- but it took some getting used to- the modifiers changing hasn't really been a problem- i mean telling someone to take -2 on their toughness save is about as complicated as it gets. combat goes really, really fast- at least in my group. As far as being more realistic, i guess it is, a high level guy can be killed with a single bullet, and really that's okay. Magic is waaaaay simpler than in DnD, no question. i also like the way magic works- adepts get tired out by using their powers.</p><p>Personally I love it and my players love it. There are some drawbacks to the book itself, though; my cheif complaint is the lack of cross referencing and the index is just sad- heartbreakingly Dickensianly sad. The other thing i don't like about it is the lack of world building advice/rules- but really it is a lot of fun to play- and super easy to run. I can stat an advesary in about three seconds- really. </p><p>I think it is like many other game systems, you have to play a few times before the benefits/drawbacks become apparent. That said, I really can't reccomend it enough.</p><p></p><p>Disclaimer: My campaign is 1940's pulpy action, think Sky Captain crossed with CoC and it works great for that. I haven't tried it with any other genre yet, so I can't say how it would work, but my impression is it will rock no matter what you want to do with it.</p></blockquote><p></p>
[QUOTE="Jack Morgan, post: 2996002, member: 42272"] I have been running a True20 campaign for about six weeks. I think it is much simpler, but maybe not in the ways you are looking for. We found the damage track to be really easy to use- but it took some getting used to- the modifiers changing hasn't really been a problem- i mean telling someone to take -2 on their toughness save is about as complicated as it gets. combat goes really, really fast- at least in my group. As far as being more realistic, i guess it is, a high level guy can be killed with a single bullet, and really that's okay. Magic is waaaaay simpler than in DnD, no question. i also like the way magic works- adepts get tired out by using their powers. Personally I love it and my players love it. There are some drawbacks to the book itself, though; my cheif complaint is the lack of cross referencing and the index is just sad- heartbreakingly Dickensianly sad. The other thing i don't like about it is the lack of world building advice/rules- but really it is a lot of fun to play- and super easy to run. I can stat an advesary in about three seconds- really. I think it is like many other game systems, you have to play a few times before the benefits/drawbacks become apparent. That said, I really can't reccomend it enough. Disclaimer: My campaign is 1940's pulpy action, think Sky Captain crossed with CoC and it works great for that. I haven't tried it with any other genre yet, so I can't say how it would work, but my impression is it will rock no matter what you want to do with it. [/QUOTE]
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