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<blockquote data-quote="Aus_Snow" data-source="post: 4162414" data-attributes="member: 29112"><p>Give True20 a go, if you feel at all inclined. My advice would be to also get the True20 Companion, and probably the True20 Bestiary. The dragons in there are great. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> Well, I like them.</p><p></p><p>Or, wait a little while and pick up True20 Revised, which will contain everything from the current Companion.</p><p></p><p>But either way, the Companion (or its contents, alternatively) is the best thing that's happened to True20. IMO.</p><p></p><p>There is definitely support there, too. The community kind, particularly at <a href="http://www.true20.com" target="_blank">www.true20.com</a>, as well as the product kind (e.g., the class Handbooks that just came out, or will soon.) Third-party support has just been opened up fully, too. IOW, the licensing fee is gone: True20 is now 100% free for other publishers to put stuff out for. Not that there haven't been some great third-party supplements already (e.g., Caliphate Nights,) but I suspect that there will be even more now.</p><p></p><p>Its level of rules complexity and ease of use seem about right, according to your first post.</p><p></p><p>That said, I would favour M&M, personally. But it does come across very 'superhero-y' (of course,) and this can be rather offputting. Rules-wise, it's a lot like True20, only more so. So, no classes or levels, just point buy and Power Levels, which act as guidelines for how many points a character gets in total, and the maximum amount they can put in any one trait. Other than that though, you just buy whatever stats, skills, feats, powers (e.g., magic) and so on that seem appropriate. Add in some complications, maybe drawbacks, and done. It does require more adjudication, if you're not doing supers with it, however. Hell, it probably does if you <em>are</em> doing supers with it, for that matter. Something to take into consideration.</p><p></p><p>Books I'd look at for M&M, by the sounds of it: the 2nd ed. corebook, Mastermind's Manual (kind of like Unearthed Arcana for 3.5), Ultimate Power (optional, really) and Book of Magic (again, optional. . . but nice.) Plus, whatever d20/True20/OGL sources seem right, to adapt.</p><p></p><p>The official fantasy supplement comes out later in the year. But it can still be done, regardless. There are people on forums, for instance, who've posted fantasy 'conversions' (like, at <a href="http://www.atomicthinktank.com" target="_blank">www.atomicthinktank.com</a>.)</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 4162414, member: 29112"] Give True20 a go, if you feel at all inclined. My advice would be to also get the True20 Companion, and probably the True20 Bestiary. The dragons in there are great. :cool: Well, I like them. Or, wait a little while and pick up True20 Revised, which will contain everything from the current Companion. But either way, the Companion (or its contents, alternatively) is the best thing that's happened to True20. IMO. There is definitely support there, too. The community kind, particularly at [url]www.true20.com[/url], as well as the product kind (e.g., the class Handbooks that just came out, or will soon.) Third-party support has just been opened up fully, too. IOW, the licensing fee is gone: True20 is now 100% free for other publishers to put stuff out for. Not that there haven't been some great third-party supplements already (e.g., Caliphate Nights,) but I suspect that there will be even more now. Its level of rules complexity and ease of use seem about right, according to your first post. That said, I would favour M&M, personally. But it does come across very 'superhero-y' (of course,) and this can be rather offputting. Rules-wise, it's a lot like True20, only more so. So, no classes or levels, just point buy and Power Levels, which act as guidelines for how many points a character gets in total, and the maximum amount they can put in any one trait. Other than that though, you just buy whatever stats, skills, feats, powers (e.g., magic) and so on that seem appropriate. Add in some complications, maybe drawbacks, and done. It does require more adjudication, if you're not doing supers with it, however. Hell, it probably does if you [I]are[/I] doing supers with it, for that matter. Something to take into consideration. Books I'd look at for M&M, by the sounds of it: the 2nd ed. corebook, Mastermind's Manual (kind of like Unearthed Arcana for 3.5), Ultimate Power (optional, really) and Book of Magic (again, optional. . . but nice.) Plus, whatever d20/True20/OGL sources seem right, to adapt. The official fantasy supplement comes out later in the year. But it can still be done, regardless. There are people on forums, for instance, who've posted fantasy 'conversions' (like, at [url]www.atomicthinktank.com[/url].) [/QUOTE]
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