Voadam said:
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?
Nope. Experts are viable combatants with a host of skill-based combat options that allow them to a) use teamwork to set up foes for their harder-hitting allies, b) secure primary objectives while the rest of the team distracts the monsters/opponents, c) catch an enemy while vulnerable and deal tons of damage (Sneak Attack is mean in True20), d) survive some truly ridiculous attacks and damages, e) take one or more opponents out of the fight completely while the rest of the team handles the remaining foes, f) concoct brilliant plans pre-fight to make everyone better during the fight.
Experts are great and a lot of people prefer to use them for combatants rather than Warriors. It helps that experts get to choose their good saving throw.
Warriors and Adepts have plenty out-of-combat options, since both roles get 4+ Int skill points per level and all skills are class skills.
Experts are just better at skills thanks to 8+ skill points per level and their core ability which increases their ranks in a single skill by 4 for the duration of a scene (even an untrained skill, and even above the normal rank cap of level + 3).
Hmm... The more I read about True20, the more I think I'd like to get a copy of the core rulebook, at least. I wonder if it would work well for my Time of Ages campaign setting (i.e. Steampunk Spelljammer).
It would work well for such a setting.
True20 is a tool-kit system. Using the core rules, you can play most types of games immediately with little or no other supplementary rules. With a few feats, pieces of equipment, powers, and sub-systems to add the exact flavor and style you want, the system encompasses the entirety of our gaming hobby.