True 20 Combat - Tactically Satisfying?

Azgulor

Adventurer
I've got the PDF of the True20 core rules. I've been enticed by the customizable nature of the system, but haven't played it nor have I picked up the follow-on expansion books.

Pathfinder admirably satisfies the fantasy itch for all of my campaigns these days. I do, however, get the itch for some good sci-fi or space opera on occasion & now that my kids are playing RPGs, I'm sorely tempted to run a Star Wars, Halo, or Mass Effect style game.

At first blush, True20 looks like it might serve admirably. However, before I invest another chunk of money, let alone game time at the table or GM prep cycles, I'm wondering if True20 is tatically satisfying? From what I can tell, gear detail is sacrificed for simplicity & cinematic play, # of shots fired isn't really tracked, nor is ammo.

For all the True20 gurus out there, how does combat play? Can I satisfy the craving of my and my player's inner tactician (with or without miniatures) or can True20 only do "fast-n-loose"?
 

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You can probably get what you want out of it. Since I don't know what your exact tactical desires are, especially what details are make / break for you and yours, I can't be both honest and completely confident that you'll get what you want.
Tactical concepts like covering fire, suppresive fire, cover, line of sight, and combined fire are all part of the core rules, which is more than d20 modern pulled off.

True20 will do a lot a satisfying combat, and has a built in plethora of tactical options.
And it does support games like Star Wars with very little effort.


Best of luck.
 

Combat becomes more interesting with options...

In the core book, feats like accurate attack and power attack gives you a very good fine tuning to the way you attack.

The Warrior Handbook supplement has very nice stunt and combat maneuver options (neither needs miniatures). Got this and the Companion if you ever want to buy more supplements.
 

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