Opinions on True20


log in or register to remove this ad

I like the fact that I can replace the toughness save with hit points and then have my players calculate damage on a spread. It is very easy to do, incredibly easy to calculate, and gives me the kind of play I want. In fact I think True 20 will be my go to game for the New Year, replacing my interest in other current d20 variations.

In fact it was True 20's precursor Blue Rose that created my most enjoyable campaign with my previous group. True 20 has enough of the elments that I like in traditional d20, but takes away all of the tacitcal elements (which I don't like) but keeps some fiddly bits for the players. (For example it keeps feats that really allow a player to customize their character.)

The one thing I really don't like about it, is that it is TOO open, with only 3 classes, and tons of feats, your imagination is the only thing stopping you from creating the character YOU want. That is a good thing if you have a bunch of ideas, but I don't often, which is why I have traditionally liked d20, specifically Modern d20 with its talent trees.

Anyway, with the addition of hit points I now have a game that is very good for ANYthing I want to run, and I never have to learn new rules.

d :D
 

Looking it over, I like it and, having played and run M&M, I love the damage save. My only complaint is that I would have liked to have seen 3 generic hybrid classes. However, the companion has rules for building such things and provides sat least one example. So, f you throw in the companion, it is pretty much everything I wish 4e was shaping up to be plus it can be used for different genres.


BTW, Green Ronin announced that they are releasing a revised edition that replaces the different sample worlds with the material from the Companion.
 

What Greg K said.

Also, GR has dropped the fee entirely, for other pubilshers looking to put True20 products out there. So, the market is wide open - this means more product support, so a good time to be getting into it.

It's hard to say whether the system will suit you or not, so instead I'll recommend picking up the quick start rules, and browsing (or even joining) the very helpful forums, both to be found at http://true20.com .

But by all means, if you have any specific questions you want to ask here, I or someone else will probably be able to answer at least some of them. :)
 

Wait for the revised edition. One of the biggest faults with True20 is the numerous errors and poor descriptions in the text. They are fixing a lot of that in the new edition so I'm sure it will provide a better experience.

Also True20 has a very active discussion group that has developed a number of alterations or improvements to the "official" rules -- I STRONGLY recommend heading over to check that out. If something about the rules bugs you, chances are good that somebody's come up with a solid workaround.
 

Barsoomcore: anything about shields, and what they let you do with respect to ranged stuff? Either clarification or new abilities? I'd love to make the Parrying Specialist guy, but not using parrying against ranged attacks just seems un-fun.
 

barsoomcore said:
Wait for the revised edition. One of the biggest faults with True20 is the numerous errors and poor descriptions in the text.

A couple of games that I really adore are True20 and Savage Worlds, but they both suffer from the same problem: their descriptions of their damage mechanics are not nearly as clear as they should be. As much as I like them, after seeing the confusion caused by both these games I can understand why hit points are so popular.
 

The Pocket Guide was actually much clearer than the full rules....

I very much liked the 'sampler' approach - a summary of the various settings included with the main game.

The Auld Grump
 

I loved writing for True 20 and will definitely do so again.

The fact that the system can handle Arthurian fantasy as well as it handles gritty old west gaming was a huge plus for me.

Awesome system.
 

True20 is certainly a cool system, and as Chuck says - able to handle multiple genres with fairly little pain. I think we'll begin to see more support after May from 3rd party folks, but that can be good or bad as we've seen with d20. Luckily, the publishers who have worked hard to make True20 material under the current license have done a fairly good job of not jumping on each others toes and making multiple different rules for a single topic. But, that may change, either for the good or the bad.

The community is active on their boards, which is great.

And, although the rules may seem weird and stuff right out of the gate, resist the urge to house rule until you've seen it in play. Some dig it, some don't, but don't discount the mechanics without a solid playtest, as most people find that after all the house rules, the core really tends to work well enough in the end.
 

Remove ads

Top