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DINO-PIRATES: True20 In Action
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<blockquote data-quote="barsoomcore" data-source="post: 2858101" data-attributes="member: 812"><p>So at last weekend's <em>Con-Fu</em> convention here in Vancouver I ran the inaugural playtest session of <strong>DINO-PIRATES OF NINJA ISLAND</strong>, using Green Ronin's True20 system. Thought I'd share some observations on building and running True20 adventures.</p><p></p><p>First off, building adventures is orders of magnitude easier in True20 than in d20. Putting together the big bad, a 9th-level spellcaster, took, honest to God, twenty minutes. From concept to finished statblock. I can't imagine doing that in d20. I was able to spend nearly all my adventure design time on writing, coming up with cool locales and characters, and very little developing stat blocks. Converting a couple of creatures from d20 was a snap.</p><p></p><p>Gameplay itself was similarly a breeze, although I wasn't properly prepared to keep track of bad guy's damage tracks and that got a little confusing at times. Remembering fatigue save DCs for power use got a little troublesome as well.</p><p></p><p>Some of the rules in the book are very poorly explained. Damage and Recovery in particular are very hard to grasp, and there seem to be contradictory rules scattered about. Still haven't quite got it all sorted in my head. Likewise it's unclear to me if a Fatiguing power that's being Maintained draws a Fatigue save each round or what. I've buzzed the True20 forums for answers, and have gotten some, but it's annoying that the book doesn't explain these concepts very well (I don't seem to be the only one confused).</p><p></p><p>And the "official" character sheet is RIDDLED with errors -- no space for Defense, no space for "Combat Bonus", but spaces for "Melee Attack Bonus" and "Ranged Attack Bonus", which aren't even part of the game.</p><p></p><p>But the system is solid and easy to run off-the-cuff. I played in a Feng Shui game the day before and True20 is right up there for smoothness and ease of play. Good fun.</p><p></p><p>Anyone else got thoughts on this system?</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2858101, member: 812"] So at last weekend's [i]Con-Fu[/i] convention here in Vancouver I ran the inaugural playtest session of [b]DINO-PIRATES OF NINJA ISLAND[/b], using Green Ronin's True20 system. Thought I'd share some observations on building and running True20 adventures. First off, building adventures is orders of magnitude easier in True20 than in d20. Putting together the big bad, a 9th-level spellcaster, took, honest to God, twenty minutes. From concept to finished statblock. I can't imagine doing that in d20. I was able to spend nearly all my adventure design time on writing, coming up with cool locales and characters, and very little developing stat blocks. Converting a couple of creatures from d20 was a snap. Gameplay itself was similarly a breeze, although I wasn't properly prepared to keep track of bad guy's damage tracks and that got a little confusing at times. Remembering fatigue save DCs for power use got a little troublesome as well. Some of the rules in the book are very poorly explained. Damage and Recovery in particular are very hard to grasp, and there seem to be contradictory rules scattered about. Still haven't quite got it all sorted in my head. Likewise it's unclear to me if a Fatiguing power that's being Maintained draws a Fatigue save each round or what. I've buzzed the True20 forums for answers, and have gotten some, but it's annoying that the book doesn't explain these concepts very well (I don't seem to be the only one confused). And the "official" character sheet is RIDDLED with errors -- no space for Defense, no space for "Combat Bonus", but spaces for "Melee Attack Bonus" and "Ranged Attack Bonus", which aren't even part of the game. But the system is solid and easy to run off-the-cuff. I played in a Feng Shui game the day before and True20 is right up there for smoothness and ease of play. Good fun. Anyone else got thoughts on this system? [/QUOTE]
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