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<blockquote data-quote="Aldarc" data-source="post: 7925548" data-attributes="member: 5142"><p>Although there is a lot of potential value in using Savage Worlds as a generic rule system, SW feels too heavily like a product of early '00s and 3Era gaming, including an obsession with "gear porn," which I'm not a big fan of. </p><p></p><p>True20 is a generic system that came out of the 3Era d20 OGL rule set that Green Ronin Publishing developed for its 2005-released romantic fantasy setting Blue Rose (Steve Kenson, Jeremy Crawford). It streamlined a lot of the 3e D&D game. It removed hit points, used only the attribute bonuses instead of the 0-18 stats, and turned all rolls into a d20. Spells were turned into skill-based powers. It stripped the game down to three classes: the adept, expert, and warrior (i.e., the 3e NPC classes), whose various abilities became a grab-bag of feats and talents that the player could choose as they leveled. It was far from perfect, but back in the day, it was my go-to system of choice because of how many settings of various genres I could create with it for play. </p><p></p><p>My biggest problem nowadays with True20, much like Savage Worlds, is that it's a relic of its "3Era," with some of the most annoying parts of 3e D&D. Green Ronin's AGE System is probably its closest spiritual kin, but the AGE system has its own idiosycratic set of problems associated with it. </p><p></p><p>[USER=6900337]@schneeland[/USER], have you looked at FUDGE, which is the toolkit that Fate is based on?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7925548, member: 5142"] Although there is a lot of potential value in using Savage Worlds as a generic rule system, SW feels too heavily like a product of early '00s and 3Era gaming, including an obsession with "gear porn," which I'm not a big fan of. True20 is a generic system that came out of the 3Era d20 OGL rule set that Green Ronin Publishing developed for its 2005-released romantic fantasy setting Blue Rose (Steve Kenson, Jeremy Crawford). It streamlined a lot of the 3e D&D game. It removed hit points, used only the attribute bonuses instead of the 0-18 stats, and turned all rolls into a d20. Spells were turned into skill-based powers. It stripped the game down to three classes: the adept, expert, and warrior (i.e., the 3e NPC classes), whose various abilities became a grab-bag of feats and talents that the player could choose as they leveled. It was far from perfect, but back in the day, it was my go-to system of choice because of how many settings of various genres I could create with it for play. My biggest problem nowadays with True20, much like Savage Worlds, is that it's a relic of its "3Era," with some of the most annoying parts of 3e D&D. Green Ronin's AGE System is probably its closest spiritual kin, but the AGE system has its own idiosycratic set of problems associated with it. [USER=6900337]@schneeland[/USER], have you looked at FUDGE, which is the toolkit that Fate is based on? [/QUOTE]
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