Tell me about True 20

Gundark

Explorer
At times I consider switching to a "lite" rule system. One where combat is quick and stating up the guys is quick. I've heard people say that True 20 is good and read some reviews. I'm curious to know what enworlders think? Let me know the pros and cons. Thanks a bunch.
 

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I like it. Magic I think is more magical. The classes are generic but very flexible and I like the feats they have. The skills have been toned doew nicely, but the what they do skill points I'm not happy with (but the good thing is this is very easy to change). The damage save instead of hit points is great. I like it!!
 


I think so, but I can stat d20 monsters and NPCs quickly. Stating things out depends on compitance of the system more then complexity of the system.
 

Gundark said:
is the stating of the guys (NPCs monsters, etc) quick?
IMO, yes, it is very fast to stat out an enemy. You pick his core skills (no need to allocate points, core skills get max ranks automatically), a few feats, and basic equipment. You dont even have to worry about attributes if you want the NPC to be a commoner, just assume +0 in all stats.
 

I recommend True20 if you're looking for something rules and setting light.

Cons:
No backgrounds (or rules for them) for characters included in the .pdf
Though there are lots of feats, I found the feats limited (I feel this is true of d20 core too)
There is no setting; it really is bare-bones (no flavor) (also true for core d20)
Combat requires lots more DM fiat
The skills could have been expanded, especially the knowledge skills (same goes for d20)
No inherent experience point system (I recommend Clinton Nixon's rules for keys found in the Shadows of Yesterday at Indie Press Revolution)
Virtues/vices are explained, but no detail provided
Several "staple" spells are missing (esp. teleport, curse, shapechange, summoning)
No levels for monsters; no system for designing them or determining CR
Very minimal treatment of modern/future rules

Pros:
Extremely adaptable
NPCs are quick and easy to make
Combat & damage is super easy to keep track of
The magic system is simple, fun, and very elegant!!!! :D
Unified skill & feat charts (though I wish there was one for powers)
Green Ronin has really creative minds working for them
 


I have to agree with Quickleaf. However, several of those problems (except for the lack of shapechanging magic, CR, and detail on the Vices/Virtues) aren't the least bit of a problem if you're a fairly experienced GM...errr, narrator, whose players trust you (and aren't horrible rules-exploiters), and you're running a relatively low-magic fantasy campaign with more human/humanoid opponents than monsters.
 

True20 is interesting in that it appears to focus on a more narrative style, yet...
- Offers no advice about running a narrative-style game
- No optional rules (e.g. arabian style stories-within-stories, investigation montages, Q&A for characters, mission statements, player-defined goals determining XP, clue rolls, etc) to facilitate a narrative style of play
- And it holds out on several "staple" magical abilities. Ironically, these magic abilities are most likely to be exploited by rules-junkies, not players interested in a narrative style.

Still, I really enjoy it!
 

True 20 is a well designed rules lite version of D20. There is no setting attached or much GM advice.

I disagree with the comment that True 20 is designed to be narrativist. Instead, I see it as essentially doing exactly what D&D does except with less tactical consideration, restriction and complication.

As for NPCs, they are easier to stat. However, where True 20 really shines is using NPCs in play. With the mook rules, lack of Conviction and simpler combat, NPCs are a doddle to keep track of.
 

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