A while back, a thread here brought to my attention the True20 System and I've been reading the revised edition of the ruleset for about a week now. I'm well impressed and am considering it for my next campaign - thanks!
To those of you who have played True20: Have you found aspects of the system to be problematic / breakable?
I'm thinking of using it for a fairly low-magic low-fantasy sandbox campaign. My players aren't overly concerned with optimal builds, rules-bending and abusing spells, so I'm really only worried about issues that would show up in a non-powergamer way of playing. In particular:
1. Do the combat and damage systems support somewhat heroic low level playstyles?
My games tend toward more gritty encounters and my players don't blindly charge everything in their path, but when push comes to shove, I want the heros to be able to put up a fight. How erratic/plannable is combat with evenly matched foes (do players die a lot, are specialised characters hard to kill), and how smoothly does the parade/damage-track system work in practice (resolution speed, bookkeeping)?
2. How high-magic / powerful is the magic system?
I'm aiming for a low-magic world where spellcasters are rare. I really like the more loose, custom-tailorable approach to magic True20 offers. I'm hoping for spellcasters to have a versatile use of powers, without them becoming dominant. Are there obvious ways for spellcasters to break the game?
3. How well does the levelling-system hold up beyond level 10?
In 20 years of DnD, my campaigns never went beyond 12th level and I don't want the hassle of balancing high-level play. How far do you suggest I go?
I realise that these questions are hard to answer in a void. I am familiar with all versions of DnD, GURPS, Ars Magica and a number of other systems; so compare to these if you like. Thanks in advance.
J.
To those of you who have played True20: Have you found aspects of the system to be problematic / breakable?
I'm thinking of using it for a fairly low-magic low-fantasy sandbox campaign. My players aren't overly concerned with optimal builds, rules-bending and abusing spells, so I'm really only worried about issues that would show up in a non-powergamer way of playing. In particular:
1. Do the combat and damage systems support somewhat heroic low level playstyles?
My games tend toward more gritty encounters and my players don't blindly charge everything in their path, but when push comes to shove, I want the heros to be able to put up a fight. How erratic/plannable is combat with evenly matched foes (do players die a lot, are specialised characters hard to kill), and how smoothly does the parade/damage-track system work in practice (resolution speed, bookkeeping)?
2. How high-magic / powerful is the magic system?
I'm aiming for a low-magic world where spellcasters are rare. I really like the more loose, custom-tailorable approach to magic True20 offers. I'm hoping for spellcasters to have a versatile use of powers, without them becoming dominant. Are there obvious ways for spellcasters to break the game?
3. How well does the levelling-system hold up beyond level 10?
In 20 years of DnD, my campaigns never went beyond 12th level and I don't want the hassle of balancing high-level play. How far do you suggest I go?
I realise that these questions are hard to answer in a void. I am familiar with all versions of DnD, GURPS, Ars Magica and a number of other systems; so compare to these if you like. Thanks in advance.
J.