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<blockquote data-quote="Michael_R_Proteau" data-source="post: 4162315" data-attributes="member: 48658"><p>Cool, another Crim fan!</p><p></p><p>True 20 doesn't offer any distinction between divine and arcane magic for the adept, but it would be easy to limit acess to certain magical feats by adding prerequisites. </p><p></p><p>If you want a more traditional fantasy feel for classes for True 20, look for a PDF called Fantasy Paths that was released around the same time as the initisl True 20 PDF. It gives a model for creating traditional D&D classes through choice of feats and such as characters progress. </p><p></p><p>There is a separate bestiary volume and this initial bestiary has a good variety. Plus Erica B (posting as D&D Chick), one of the editors on it provides occasional conversions of beasts from the Necromancer Games Tome of Horrors series over on the Tome of Horrors forums at the Necromancer Games forums. </p><p></p><p>To run True 20, I had the PDF of the initial rules, the Bestiary, and the Fantasy Paths PDF. I had previously played Blue ROse (the romantic fantasy precusror to True20) and had that for reference as well. I also had the True Sorcery PDF, but chose not to use it. I like the idea behind it (which was based on the magic system of Green Ronin's Black Company game), but thought the execution was too complicated to keep the game streamlined (which was the appeal of the system to me) and did not use it. YOu could run with just the corebook, but having the Bestiary is nice too. </p><p> </p><p>Having tried True 20, it is a great system, but it does feel a little different than traditional D&D in play. It may appeal to your group, it may not, but it is a great system. </p><p></p><p>Castles & Crusades will feel more like older systems of D&D and is fairly easy to add what you want or convert material to, but if your players like choosing feats and skills and such, you will have to add those in (which is easy to do). The SIEGE mechanic can emulate most of them, but players used to having a specific list of choices may miss that with C&C. It is streamlined, but it may be too streamlined for your group. It too is a great system though, and fun to play. </p><p></p><p>The Conan system is similar to D&D as it is OGL/d20 based, and offers a more gritty sword & sorcery feel. It definitely deemphasizes magic items, but does not really streamline things. It is lower magic, but does not have much of a distinction between divine/arcane magic that you mentioned (which may be a sticking point with a lot of alternatives as that particular distinction has strong D&D specific connotations). That may be something you have to graft onto another existing system to get the feel/distinction you want. </p><p> </p><p>If you are looking for a more action oriented ruleset with political intrigue as a big component, the Game of Thrones rules might interest you (but they are very low magic and again no arcane/divine distinction). It is out of print and had a hefty price tag. Green Ronin is doing a new game based on Martin's books as well that will be released later this year, but I cannot speak to the pluses or minuses of the new game. </p><p></p><p>I am not sure how the new Runequest rules would fit what you want, but you could look at those too. Grim Tales might also have some appeal, but I am not as familiar with them. </p><p></p><p>I am guessing it is going to come down to 3 questions I see-What are the must have elements you want in the alternative rules set? What are the must have elements your players want in the rules set? and How out of the box do you want it to be for your setting and desired feel (i.e. how much are you willing to tinker and houserule to make it work for your setting)?</p></blockquote><p></p>
[QUOTE="Michael_R_Proteau, post: 4162315, member: 48658"] Cool, another Crim fan! True 20 doesn't offer any distinction between divine and arcane magic for the adept, but it would be easy to limit acess to certain magical feats by adding prerequisites. If you want a more traditional fantasy feel for classes for True 20, look for a PDF called Fantasy Paths that was released around the same time as the initisl True 20 PDF. It gives a model for creating traditional D&D classes through choice of feats and such as characters progress. There is a separate bestiary volume and this initial bestiary has a good variety. Plus Erica B (posting as D&D Chick), one of the editors on it provides occasional conversions of beasts from the Necromancer Games Tome of Horrors series over on the Tome of Horrors forums at the Necromancer Games forums. To run True 20, I had the PDF of the initial rules, the Bestiary, and the Fantasy Paths PDF. I had previously played Blue ROse (the romantic fantasy precusror to True20) and had that for reference as well. I also had the True Sorcery PDF, but chose not to use it. I like the idea behind it (which was based on the magic system of Green Ronin's Black Company game), but thought the execution was too complicated to keep the game streamlined (which was the appeal of the system to me) and did not use it. YOu could run with just the corebook, but having the Bestiary is nice too. Having tried True 20, it is a great system, but it does feel a little different than traditional D&D in play. It may appeal to your group, it may not, but it is a great system. Castles & Crusades will feel more like older systems of D&D and is fairly easy to add what you want or convert material to, but if your players like choosing feats and skills and such, you will have to add those in (which is easy to do). The SIEGE mechanic can emulate most of them, but players used to having a specific list of choices may miss that with C&C. It is streamlined, but it may be too streamlined for your group. It too is a great system though, and fun to play. The Conan system is similar to D&D as it is OGL/d20 based, and offers a more gritty sword & sorcery feel. It definitely deemphasizes magic items, but does not really streamline things. It is lower magic, but does not have much of a distinction between divine/arcane magic that you mentioned (which may be a sticking point with a lot of alternatives as that particular distinction has strong D&D specific connotations). That may be something you have to graft onto another existing system to get the feel/distinction you want. If you are looking for a more action oriented ruleset with political intrigue as a big component, the Game of Thrones rules might interest you (but they are very low magic and again no arcane/divine distinction). It is out of print and had a hefty price tag. Green Ronin is doing a new game based on Martin's books as well that will be released later this year, but I cannot speak to the pluses or minuses of the new game. I am not sure how the new Runequest rules would fit what you want, but you could look at those too. Grim Tales might also have some appeal, but I am not as familiar with them. I am guessing it is going to come down to 3 questions I see-What are the must have elements you want in the alternative rules set? What are the must have elements your players want in the rules set? and How out of the box do you want it to be for your setting and desired feel (i.e. how much are you willing to tinker and houserule to make it work for your setting)? [/QUOTE]
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