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<blockquote data-quote="bento" data-source="post: 4235671" data-attributes="member: 36597"><p>Some additional things about True20 you might like:</p><p></p><p>* No XP: GM tells the players when they level up, usually at the completion of an adventure. I love this because it provides down time for the players to develop a new skill or feat. It also lessens the mindset among players that they have to kill everything in sight, as the game shifts away from constantly "defeating" foes to successfully completing an adventure.</p><p></p><p>* Players have more control over character development: the ridgedness of 3/3.5E class feat trees are gone as players can now pick the feats they want (or you allow) when they level up. There are very few pre-qualified feats, so there's not so much "I have to wait until level X before I can get feat Y" whining among the players. Also for players who like to multi-class (really multi-role), there are fewer penalities. And when you have players who have a specific character in mind, they can get closer to what they really want to play. I had two players who wanted to create and run completely different types of ninjas (Naruto & Ninja Scroll) and they could with the character creation rules. </p><p></p><p>* Easily adoption of feats/powers from 3E resources: I ran a historical-horror game that needed some gunpowder rules. As there weren't any available, I could easily "translate" some d20 modern feats and equipment rules over from another source. I also had a player in another game that wanted his character to be a kitsune (fox-person). Using some d20 Oriental Adventure resources, we could make this happen. I like using resources from other games and I never really felt restricted using True20.</p><p></p><p>I'd suggest giving both rulesets a look and see what's best for you.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="bento, post: 4235671, member: 36597"] Some additional things about True20 you might like: * No XP: GM tells the players when they level up, usually at the completion of an adventure. I love this because it provides down time for the players to develop a new skill or feat. It also lessens the mindset among players that they have to kill everything in sight, as the game shifts away from constantly "defeating" foes to successfully completing an adventure. * Players have more control over character development: the ridgedness of 3/3.5E class feat trees are gone as players can now pick the feats they want (or you allow) when they level up. There are very few pre-qualified feats, so there's not so much "I have to wait until level X before I can get feat Y" whining among the players. Also for players who like to multi-class (really multi-role), there are fewer penalities. And when you have players who have a specific character in mind, they can get closer to what they really want to play. I had two players who wanted to create and run completely different types of ninjas (Naruto & Ninja Scroll) and they could with the character creation rules. * Easily adoption of feats/powers from 3E resources: I ran a historical-horror game that needed some gunpowder rules. As there weren't any available, I could easily "translate" some d20 modern feats and equipment rules over from another source. I also had a player in another game that wanted his character to be a kitsune (fox-person). Using some d20 Oriental Adventure resources, we could make this happen. I like using resources from other games and I never really felt restricted using True20. I'd suggest giving both rulesets a look and see what's best for you. Good luck! [/QUOTE]
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