Tell me about True 20

True20 is great. It's got a lot of different takes on d20isms (skills, damage, hp becomming damage save, feats, classes) which many can be easily modified and exchanged if you have some experience.

I had players who wanted to roll for damage, but you don't in True20. So we rolled and it didn't hurt the game other than to make it a tad more lethal.

With another group who love HP, I run BESMd20 and d20 Modern Classes. But in the background, all the opponents are making damage saves and use the True20 skill methods and feats...

I'm not going to say that they fit hand in hand, but someone experienced with a little imagination can really do a lot with True20 in a d20 game.

Of course running straight True20 is awesome. Players seem a bit more competent, but things are a little more deadly. It's a fun mix.
 

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No shape-changin magic? That seems...odd.

Ah well, I said before that if True20 came out separately, I'd buy it. Now I'm just holding out for a print version.
 

John Q. Mayhem said:
No shape-changin magic? That seems...odd.

There is Fleshshaping magic that can be used to disguise oneself but no magic to change into another being. On saying that it would be extremely easy to make such a Power or simply expand Fleshshaping to cover it.

I also wouldn't be surprised to see the Blue Rose Companion or Psychics Handbook have such a Power. In fact I think someone on the BR or True 20 forum has created such a Power based on the Psychics Handbook.
 

I'm reading through the True20 rules for the first time now. It looks like they sacrificed several sacred cows in favor of a smoother, more intuitive system. Right now I would really like to give this system a try to see how it plays.
 

John Q. Mayhem said:
No shape-changin magic? That seems...odd.

Ah well, I said before that if True20 came out separately, I'd buy it. Now I'm just holding out for a print version.

I should probably point out that the print version of True20 will introduce multiple settings for use with the new system. These will be introductions to the flavor and style of the settings, along with rule additions/changes, with the understanding that the creators of these settings will produce their own setting documents sometime around when the True20 print version is released.
 

Whisperfoot said:
I'm reading through the True20 rules for the first time now. It looks like they sacrificed several sacred cows in favor of a smoother, more intuitive system. Right now I would really like to give this system a try to see how it plays.

I find it is excellent for Convention D20 games (rather than full d20) where the players may either not be conversant of D20 or do not wish to spend the limited 3 or so hours on the some of the heavier D20 rules stuff like combat.
 


I’ve found that the "blanket statement pro" of True20 is that it runs faster, smoother, and lets players get right to the actual role-playing of the game. No shuffling through countless charts to figure something out. No holding up the game to debate ambiguous rules. Combat is far less “clunky” and far more dramatic/realistic/cool, as traditional holdovers from the past such as “hit points” and “attacks of opportunity” have been removed (and there was much rejoicing.) Magic "spell slots" are gone, using a more interesting fatigue-save skill based system.

The "blanket statement con" of True20 is that wargamers and min/maxer/powergamers will probably not get many thrills from it.

For now, the biggest “con” of the game is that there are no “official” settings available. This will change in the future.
 

Nomad4life said:
For now, the biggest “con” of the game is that there are no “official” settings available. This will change in the future.

Unless you count the myriad of D20 settings waiting for conversion ;)
 

Skywalker said:
I also wouldn't be surprised to see the Blue Rose Companion or Psychics Handbook have such a Power.
There will, in fact, be a self-shaping (i.e., shapeshifting) feat in the Blue Rose Companion.
 

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