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'D&D' with True20 -- thoughts?
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<blockquote data-quote="Nomad4life" data-source="post: 3114543" data-attributes="member: 28645"><p>I ran The Sunless Citadel in True20 a while back. Although I am gobsmacked on a daily basis over what an amazing improvement True20 is over the standard D20 system, I do recall running into a couple of “rapids” while running a converted D&D module in actual play. Alas, I don’t have my notes from that session with me, so I can’t remember the specifics… But I do remember there was some contention over “leveling” (as in, when and how often to level up the characters during the running of that module.) I also remember there was one particular “big bad guy” encounter that was supposed to be pretty tough, but one of the PC’s managed to scout ahead and kill him with one stealthy arrow shot before it was ever even aware the characters were there- cool, but anti-climatic. (I have since learned to give some “key” opponents conviction points; simply not making them “minions” just isn’t enough sometimes.) Oh, and looking back, I wish I had converted the traps differently.</p><p> </p><p>But overall, everything worked well and everyone had fun. I think that one of the key elements for running a successful “D&D” type campaign with True20 is, as you have done, scrapping the wealth system and using good ol’ coins. Sure, the wealth system may be easier to deal with on paper… But there’s just something <em>unsatisfying</em> about finding “+1 loot.” Am I right?</p><p></p><p>My best advice for converting modules is this: don’t get hung up on getting NPC stats “just right.” In actual play, a point here and a missing feat there doesn’t make <em>that</em> much of a difference- It’s more important to just keep things moving.</p></blockquote><p></p>
[QUOTE="Nomad4life, post: 3114543, member: 28645"] I ran The Sunless Citadel in True20 a while back. Although I am gobsmacked on a daily basis over what an amazing improvement True20 is over the standard D20 system, I do recall running into a couple of “rapids” while running a converted D&D module in actual play. Alas, I don’t have my notes from that session with me, so I can’t remember the specifics… But I do remember there was some contention over “leveling” (as in, when and how often to level up the characters during the running of that module.) I also remember there was one particular “big bad guy” encounter that was supposed to be pretty tough, but one of the PC’s managed to scout ahead and kill him with one stealthy arrow shot before it was ever even aware the characters were there- cool, but anti-climatic. (I have since learned to give some “key” opponents conviction points; simply not making them “minions” just isn’t enough sometimes.) Oh, and looking back, I wish I had converted the traps differently. But overall, everything worked well and everyone had fun. I think that one of the key elements for running a successful “D&D” type campaign with True20 is, as you have done, scrapping the wealth system and using good ol’ coins. Sure, the wealth system may be easier to deal with on paper… But there’s just something [I]unsatisfying[/I] about finding “+1 loot.” Am I right? My best advice for converting modules is this: don’t get hung up on getting NPC stats “just right.” In actual play, a point here and a missing feat there doesn’t make [I]that[/I] much of a difference- It’s more important to just keep things moving. [/QUOTE]
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