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Does anyone play True 20?
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<blockquote data-quote="Galethorn" data-source="post: 2633318" data-attributes="member: 7888"><p>I'm currently running two True20 campaigns, and my group loves the system.</p><p></p><p>One is a fairly 'standard' fantasy; orcs, elves, demons, kings, castles, peasants, etc., with a fairly low overall level of magic; just a few magicians here and there, and the occasional shaman and evil cultist. I run this game weekly, pretty much.</p><p></p><p>The other one's title is fairly specific; Sky Pirates. It takes place in a 'new world' kind of setting and has flying ships, floating cities, etc., along with nations of wizards, all sorts of spirits and demons, and lots of swashbuckling adventure. This is the once-a-month game for the people with busier schedules than the 'core 4' who don't have jobs and haven't gone off to college yet.</p><p></p><p>My group really, really likes True20. After the first few test-sessions, we made some simple modifications, and then we got used to it. Everyone especially likes the 'supernatural powers' (magic) system; several who always avoided spellcasters in D&D (because they found them boring) have made them in True20 and are having a lot of fun with them.</p><p></p><p>I've found that it's not nearly as mind-numbingly complex at high levels as D&D/D20m/Grim Tales due to the lack of iterative attacks and spells with three paragraphs describing the effects.</p><p></p><p>Long story short, it's perfect for those of us who want something more, well, down-to-earth than D&D, but still want heroics, but also want streamlined combat.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 2633318, member: 7888"] I'm currently running two True20 campaigns, and my group loves the system. One is a fairly 'standard' fantasy; orcs, elves, demons, kings, castles, peasants, etc., with a fairly low overall level of magic; just a few magicians here and there, and the occasional shaman and evil cultist. I run this game weekly, pretty much. The other one's title is fairly specific; Sky Pirates. It takes place in a 'new world' kind of setting and has flying ships, floating cities, etc., along with nations of wizards, all sorts of spirits and demons, and lots of swashbuckling adventure. This is the once-a-month game for the people with busier schedules than the 'core 4' who don't have jobs and haven't gone off to college yet. My group really, really likes True20. After the first few test-sessions, we made some simple modifications, and then we got used to it. Everyone especially likes the 'supernatural powers' (magic) system; several who always avoided spellcasters in D&D (because they found them boring) have made them in True20 and are having a lot of fun with them. I've found that it's not nearly as mind-numbingly complex at high levels as D&D/D20m/Grim Tales due to the lack of iterative attacks and spells with three paragraphs describing the effects. Long story short, it's perfect for those of us who want something more, well, down-to-earth than D&D, but still want heroics, but also want streamlined combat. [/QUOTE]
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Does anyone play True 20?
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