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'D&D' with True20 -- thoughts?
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<blockquote data-quote="Akrasia" data-source="post: 3114348" data-attributes="member: 23012"><p>I'm presently planning on using True20 for a 'D&D-ish' campaign. We've had one session so far, using some PCs that I made ahead of time, and the free 'Death in Freeport' True20 adventure available from the GR site. It went well, and I think that I really dig the system (although, unfortunately, it looks like it will be a few weeks before we can play again, as I'm insanely busy with work for the next 2-3 weeks).</p><p></p><p>That session, though, prompted me to wonder what aspects of True20 I should keep in mind, and plan for, when running a longer-term 'D&D-ish' campaign...</p><p></p><p>I'm happy to reduce (massively!) the number of <u>magic items</u> in the campaign. True20 is not dependent on them, so I can retain them as truly unique, rare items, rather than mandatory 'class-balancers'. </p><p></p><p>The <u>magic system</u> is also quite different in True20, and I much prefer it in terms of overall style and power level. There's no 'divine/arcane' split -- another good thing, IMO -- but that raises the question of what to do with the typical divide between 'wizards' and 'clerics' found in most D&D material. (I've always loathed 3e 'sorcerers', and so am happy to eliminate CHA-based casters entirely, treating any 'sorcerers' simply as wizards.) </p><p></p><p>My initial thought is to maintain that there is simply <em>one</em> type of magic: all adepts are INT-based 'mages' (WIS remains important for casters, as using powers is fatigue-causing, which requires a WILL save to avoid). The only difference between 'clerics' and 'wizards' (aside from the kinds of powers they choose) will be that the former are associated with hierchical religious organisations, whereas the latter are not. (Another possibility would be to keep the divine/arcane split, make divine casters WIS-based, and relegate all other differences to the choice of powers.)</p><p></p><p>The <u>combat system</u> in True20 can be more lethal for PCs than bog-standard D&D combat (any edition). I'm not sure how to compensate for this. Conviction helps, obviously, so perhaps I should simply consider giving a bonus 1-2 points of conviction? (I already plan on giving PCs bonus conviction equal to 1/2 CHA, in order to make CHA less of a dump stat.)</p><p></p><p>I've scrapped the True20 <u>wealth</u> system (simply using standard 'gold pieces' and D&D costs instead).</p><p></p><p>Any thoughts on this? Anything else I should keep in mind when using True20 for a 'D&D-ish' campaign?</p><p></p><p>Oh yeah, I should mention that I'm thinking about using either a 'homebrew' setting (previously used for D&D 3e and C&C) or adapting the forthcoming Goodman Games' setting (DCC35: The Known Realms) for the campaign. I also plan on adapting a number of D&D-based modules (including some more Freeport stuff) to True20 (which should be quite easy).</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Akrasia, post: 3114348, member: 23012"] I'm presently planning on using True20 for a 'D&D-ish' campaign. We've had one session so far, using some PCs that I made ahead of time, and the free 'Death in Freeport' True20 adventure available from the GR site. It went well, and I think that I really dig the system (although, unfortunately, it looks like it will be a few weeks before we can play again, as I'm insanely busy with work for the next 2-3 weeks). That session, though, prompted me to wonder what aspects of True20 I should keep in mind, and plan for, when running a longer-term 'D&D-ish' campaign... I'm happy to reduce (massively!) the number of [u]magic items[/u] in the campaign. True20 is not dependent on them, so I can retain them as truly unique, rare items, rather than mandatory 'class-balancers'. The [u]magic system[/u] is also quite different in True20, and I much prefer it in terms of overall style and power level. There's no 'divine/arcane' split -- another good thing, IMO -- but that raises the question of what to do with the typical divide between 'wizards' and 'clerics' found in most D&D material. (I've always loathed 3e 'sorcerers', and so am happy to eliminate CHA-based casters entirely, treating any 'sorcerers' simply as wizards.) My initial thought is to maintain that there is simply [i]one[/i] type of magic: all adepts are INT-based 'mages' (WIS remains important for casters, as using powers is fatigue-causing, which requires a WILL save to avoid). The only difference between 'clerics' and 'wizards' (aside from the kinds of powers they choose) will be that the former are associated with hierchical religious organisations, whereas the latter are not. (Another possibility would be to keep the divine/arcane split, make divine casters WIS-based, and relegate all other differences to the choice of powers.) The [u]combat system[/u] in True20 can be more lethal for PCs than bog-standard D&D combat (any edition). I'm not sure how to compensate for this. Conviction helps, obviously, so perhaps I should simply consider giving a bonus 1-2 points of conviction? (I already plan on giving PCs bonus conviction equal to 1/2 CHA, in order to make CHA less of a dump stat.) I've scrapped the True20 [u]wealth[/u] system (simply using standard 'gold pieces' and D&D costs instead). Any thoughts on this? Anything else I should keep in mind when using True20 for a 'D&D-ish' campaign? Oh yeah, I should mention that I'm thinking about using either a 'homebrew' setting (previously used for D&D 3e and C&C) or adapting the forthcoming Goodman Games' setting (DCC35: The Known Realms) for the campaign. I also plan on adapting a number of D&D-based modules (including some more Freeport stuff) to True20 (which should be quite easy). Thanks! [/QUOTE]
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