SilvercatMoonpaw2 said:
I have to put up the lone voice of disappointment with True20. It has a bit to do with how gritty everyone says the damage mechanic is (I really like characters who can just jump in and have a shot at winning with no plan), but I'm fairly certain only a tiny little house rule would be needed to change that.
Actually, it's not gritty, it's heroic. Mooks die by the truck load, and after a dramatic and heroic spree, even the heroes may have to actually worry, but the combination of the Damage Track and Conviction allow even heroes with little or no planning to pull off some truly amazing feats.
I ran a game with four first level characters (two archers, two swordsmen) who had deal with a garrisoned fortress. Other than sneaking up at night, they didn't really have a plan, and they still killed or captured the entire 30 man garrison.
They were terribly mangled but they lived and did pretty well.
SilvercatMoonpaw2 said:
What I really find turns me off is the power system: the core list is a jumble of specific and generic powers, which is at odds with True20's claim to adaptable genericness.
The powers are ... a mixed bag. The basic system is smooth, elegant, and fun but the individual powers are often clunky, unbalanced, or weird. Given the mish-mashed hodge podge of superhero abilities, D&D spells, romantic fantasy tropes, psychic powers, urban fantasy tricks, sci-fi abilities, and sword & sorcery classics that compose the powers list, I'm not surprised.
That said, the list has a lot of ability and simply by limiting available powers to a much shorter list, you can easily get a very appropriate supernatural effects system for your campaign.
Or you can simply ban powers all together and force players to build heroic 'normals' like Han Solo, Indiana Jones, Flash Gordon, John Carter, Conan, Kull, Juan "Jonnie" Rico, or dozens of others.