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Legendary Games, What They Produced and Learned in 2021, and 2022 Plans
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<blockquote data-quote="Aldarc" data-source="post: 8521095" data-attributes="member: 5142"><p><img src="https://media2.giphy.com/media/l49JHz7kJvl6MCj3G/200.gif" alt="Best Wishes Good Luck GIF by reactionseditor" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>I'm somewhat skeptical that those underlying issues can be fixed while also being compatible with 3.5/PF1. </p><p></p><p></p><p>True 20 had a barebones class system (i.e., Warrior, Expert, Adept) with no escalating HP. (It was also transparent about the underlying math, so you could create new customized classes.) </p><p></p><p>I don't think that featpalooza in itself is necessarily bad, as in the case of True 20 talents/feats it amounted to essentially picking your class features, which was fantastic for powers and talents. Where it suffered in particular, IMHO, was the nature of those feats. </p><p></p><p>True 20's feats and such came from 3e D&D and its design philosophy. It was dealing with ridiculous 3e-era feat trees like Ambidexterity/Two-Weapon Fighting/Improved TWF/Greater TWF/etc. or Point Blank Shot/Precise Shot/Far Shot/Rapid Shot/etc. Or to quote a recent comment from [USER=7025508]@Crimson Longinus[/USER] in another thread: </p><p></p><p>3e D&D had the sort of feat chains that felt like you needed 3-4 feats in order to tie your shoes at a basic level. While the True 20 system completely gutted D&D's magic system for M&M style powers - which I loved - it still kept the 3e OGL materials in terms of feats, saving throws, skill points, BAB, etc. </p><p></p><p>So the streamlined elements from 3e found in True 20 seemed to philosophically rub against its non-streamlined or innovative elements. </p><p></p><p>Unsurprisingly, Green Ronin's AGE System may be True 20's spiritual successor, though I would still love to see another take on True 20 with more contemporaneous game design philosophy. </p><p></p><p>But anyway... Corefinder.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8521095, member: 5142"] [IMG alt="Best Wishes Good Luck GIF by reactionseditor"]https://media2.giphy.com/media/l49JHz7kJvl6MCj3G/200.gif[/IMG] I'm somewhat skeptical that those underlying issues can be fixed while also being compatible with 3.5/PF1. True 20 had a barebones class system (i.e., Warrior, Expert, Adept) with no escalating HP. (It was also transparent about the underlying math, so you could create new customized classes.) I don't think that featpalooza in itself is necessarily bad, as in the case of True 20 talents/feats it amounted to essentially picking your class features, which was fantastic for powers and talents. Where it suffered in particular, IMHO, was the nature of those feats. True 20's feats and such came from 3e D&D and its design philosophy. It was dealing with ridiculous 3e-era feat trees like Ambidexterity/Two-Weapon Fighting/Improved TWF/Greater TWF/etc. or Point Blank Shot/Precise Shot/Far Shot/Rapid Shot/etc. Or to quote a recent comment from [USER=7025508]@Crimson Longinus[/USER] in another thread: 3e D&D had the sort of feat chains that felt like you needed 3-4 feats in order to tie your shoes at a basic level. While the True 20 system completely gutted D&D's magic system for M&M style powers - which I loved - it still kept the 3e OGL materials in terms of feats, saving throws, skill points, BAB, etc. So the streamlined elements from 3e found in True 20 seemed to philosophically rub against its non-streamlined or innovative elements. Unsurprisingly, Green Ronin's AGE System may be True 20's spiritual successor, though I would still love to see another take on True 20 with more contemporaneous game design philosophy. But anyway... Corefinder. [/QUOTE]
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