Sell me on True20!

bento said:
I've heard complaints from people who have used True20 to run a dungeon crawl, that it doesn't have the same feel as D&D. Well that's because D&D excels in this area, and True20 isn't specifically designed for this.

I was thinking of using True20 for Swords and Sorcery adventures in a Lankhmar-type environment, which would include dungeon crawls. Is it generally believed though that D&D would be better than True20 for such a game?

Also, in True20 are the magic using characters significantly stronger than melee characters at high level, ala D&D? Or does True20 balance things out?
 

log in or register to remove this ad

CrusaderX said:
I was thinking of using True20 for Swords and Sorcery adventures in a Lankhmar-type environment, which would include dungeon crawls. Is it generally believed though that D&D would be better than True20 for such a game?

Also, in True20 are the magic using characters significantly stronger than melee characters at high level, ala D&D? Or does True20 balance things out?

I'm not sure there is an easy answer to these questions.

True20 can do dungeon crawls, sure. But it won't feel like D&D. I'm not sure you can design a gratifying meat grinder dungeon style adventure in True20. It just works differently since you don't have the pressures of grinding down resources. Attrition works differently in True20 and if you grind the PCs, they will either be out of AP and still fairly fresh, or battered with AP to use at the start of the big battle to refresh.

So, it really depends on what you are looking for and what you expect.

In the same manner, a spellcaster could be pretty overwhelming initially. I can't say that I have played with high level True20 enough to really tell you how it feels though. Maybe somebody else will have some real experience to add to the conversation?
 

CrusaderX said:
I was thinking of using True20 for Swords and Sorcery adventures in a Lankhmar-type environment, which would include dungeon crawls. Is it generally believed though that D&D would be better than True20 for such a game?
Nope. There are people on both sides who will present very compelling arguments. BSF has the right of it, though, they feel different. That said, True20 does Sword and Sorcery (I'm talking about R.E. Howard, not D&D) well, especially with the afore-mentioned limiting powers.
CrusaderX said:
Also, in True20 are the magic using characters significantly stronger than melee characters at high level, ala D&D? Or does True20 balance things out?
Things are pretty close to balanced. Power users may have powerful options, such as invisibility and incorporeality, which are always nasty, but the only nearly ridiculous powers they have are:
Elemental Blast combined with the Widen Power feat. By itself, Elemental Blast isn't bad.
The Mental Grapple option of Mind Touch. They can take a single foe entirely out of the fight at the cost of also removing themself. Depending upon the encounter, this can be very worthwhile. It is mitigated by changing the mental grapple bonus used least of Will Save, Mind Touch, or Psychic Shield bonus. It's really only nasty when used against things with weak will power and little or no psychic ability.
That's it. That's all I got.
 

Earlier in this thread, it was mentioned the new revised edition drops the setting and adds all of the material from the companion.

If I am able to get the original and companion cheap, is it worth getting the revised book?
 

GeoFFields said:
Earlier in this thread, it was mentioned the new revised edition drops the setting and adds all of the material from the companion.

If I am able to get the original and companion cheap, is it worth getting the revised book?

No. The explanation of the damage mechanic is better in the revised, but it's addressed so many times in the True20 forums, I'd take a pass if you have the originals. Although I did pick it up in pdf, for convenicen's sake.
 

jonrog1 said:
No. The explanation of the damage mechanic is better in the revised, but it's addressed so many times in the True20 forums, I'd take a pass if you have the originals. Although I did pick it up in pdf, for convenicen's sake.
Hey, I know you! You're the guy who wrote Einstein vs Ninjas!
 

Well guys,
I picked up the Revised True20 Rules today, gotta say so far they are sweet! I love the character customization options, still have alot to read, but looking forward to playing it.
So I now have ...
The Revised Rules, The Fantasy Paths pdf, and the Blight Elves book by RDP. Good stuff!
Thanks for all the input!
 

Brutorz Bill said:
Well guys,
I picked up the Revised True20 Rules today

I noticed on Amazon.com that the revised edition is a softback book rather than a hardback. Even though it's not a hardback, is the book still sturdy and put together well?
 

CrusaderX said:
I noticed on Amazon.com that the revised edition is a softback book rather than a hardback. Even though it's not a hardback, is the book still sturdy and put together well?

Mine is a softback and it seems fine. Not that I've gotten to really get into it and use it much yet. : )
 

ValhallaGH said:
Which reminds me of the other thing I really like about True20. It defines heroes by what they do, not what they call themselves. It does not have classes, it has roles and the difference, subtle as it is, is very real.

Classes are a collection of abilities to make the character do things according to a certain archetype. If you want a guy that uses swords, magic fire, and chain mail, then he'll have a different class than the guy that uses a crossbow from cover, or the frenzied warrior who rushes into and revels in close combat.

Roles are a character's role in the story. What's the character's primary job in the story? Characters defined by their combat prowess generally use the Warrior role (though they have other abilities; they are heroic in ability if not in personality). Characters defined by their breadth and depth of skill generally use the Expert role (though they have other abilities; they are heroic in ability if not in nature). Characters defined by their manipulation of supernatural forces generally use the Adept role (though they have other abilities; they are heroic in ability if not in character).
And it allows for characters to mix the various types of characters, using multi-role rules and backgrounds (favored feats and favored powers cut back on the need to level-dip).

I've found that 95% of all character concepts, and 98% of actual characters, are easily built using the existing roles. If the Narrator is willing to generate new Core Abilities for specific concepts then those rates change to 96.5% and 99.87%

I could see magic using adepts being balanced against warriors in combat, but how do the experts stack up?

Are experts only balanced by being able to do a lot out of combat but little in combat while warriors do a lot in combat but little out of combat?
 

Pets & Sidekicks

Remove ads

Top