True 20 Combat

Dragonhelm

Knight of Solamnia
I couldn't find a thread about this, so forgive me if I have duplicated a topic.

I'm a bit curious about how True 20 combat differs from D&D. I know attacks of opportunity is gone, but critical threats remain.

What else is different?
 

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Well, with the lack of opportunity attacks, a lot changes. Positioning is relatively unimportant, so you can even play without a map if you want, although many people will still want to do this so they can visualize what's going on.

Of course, a lot of standard d20 strategy is meaningless without AoO, feats such as Mobility and Combat Reflexes either need to be changed or removed completely, and you never need to make a Concentration check or take a 5' step in order to successfully cast a spell. In fact, the old 5' step becomes pretty much frivolous in True20.

There are of course, some of the standard considerations, such as flanking, that still exist in the system. And there are feats and abilities, such as point blank shot and sneak attack (ranged) that depend on range.

I'm still learning True20 myself, so if anyone else wants to chime in, that would be great, Plus, I'm at work and don't have my book in front of me.
 

Insight said:
There are of course, some of the standard considerations, such as flanking, that still exist in the system.

Flanking still exists? Where is it in the PDF?

I brought up sneak attacks and the concept of flanking on the Green Ronin boards (an opponent is engaged; ie otherwise occupied) and being open to a Sneak Attack and people were flipping out about it saying that Flanking no longer exists and that Facing doesn't matter.

I havn't noticed it and would like to read the section on it in True20.
 

Page 71 of the PDF has the combat modifiers, and flanking is not one of them. So you are looking at losing the rogue's primary combat ability if you are trying to mix d20 & true20
 

HellHound said:
Page 71 of the PDF has the combat modifiers, and flanking is not one of them. So you are looking at losing the rogue's primary combat ability if you are trying to mix d20 & true20

The Rogue can still do a feint (using Bluff standardly or Acrobatics with the use of a feat) attack that allows Sneak Attack.

But no more of the standard "he's busy and doesn't see me, so I'll attack him while he's preoccupied"

It's a sad day for rogues :(
 


Denaes said:
Flanking still exists? Where is it in the PDF?

I brought up sneak attacks and the concept of flanking on the Green Ronin boards (an opponent is engaged; ie otherwise occupied) and being open to a Sneak Attack and people were flipping out about it saying that Flanking no longer exists and that Facing doesn't matter.

I havn't noticed it and would like to read the section on it in True20.

As far as I can tell, flanking doesn't exist in True20, which is why there is a "Surprise Attack" ability and not a "Sneak Attack" ability. The surprise attack depends completely on catching your opponent unaware, and doesn't, in any way, relate to positioning (e.g. flanking and facing).

On page 74, the rules explicitly detail when a character can make a surprise attack, and flanking isn't one of them. However, using Bluff to feint an opponent is, and this description of the Bluff action is especially interesting:

Action: A bluff takes at least a full round but can take much longer if you
try something elaborate. Using Bluff as a feint in combat is a standard
action, as is using Bluff to create a diversion to hide. By taking a –5
penalty on your check, you can feint in combat as a move action.

I can see "rogues" using this in place of maneuvering into a flanking position as a standard method of operation.

Edit: Denaes beat me to it.
 

From what I've heard about True20, it seems to me that since it does simplify many things (no AoO's, no flanking, no multiple attacks, etc) it's better suited for superheroes/MnM and not a sword & sorcery-type game. I want things to be simplified and fast for a supers game since the action is so over the top to begin with. I think it actually would be too simple for a fantasy game.
 

GlassJaw said:
From what I've heard about True20, it seems to me that since it does simplify many things (no AoO's, no flanking, no multiple attacks, etc) it's better suited for superheroes/MnM and not a sword & sorcery-type game. I want things to be simplified and fast for a supers game since the action is so over the top to begin with. I think it actually would be too simple for a fantasy game.

I on the other hand like my fantasy to be fast and furious like in the Lord of the Rings movies with heroes mowing down mooks, moving freely and hi-octane action. Strategic combat elements are considered a pain in our group :)
 

True 20 combat is fast and furious compared to D&D. It still has many of the same options (plus new ones) but it removes or changes those combat elements that revolve around book-keeping and strategy.

For example, Dodge simply adds a +1 to Dodge rather than to a selected designated dodge partner. Mini use is removed so AoO are gone. Flanking is gone, though feinting and surprise attacks continue. Also, many of the feats have no prerequsites allowing PC to have access to feats they want quicker.

All rolls are made with a D20. Damage is brutal but Conviction acts like HP in allowing heroes to avoid an untimely demise. So rather than being hit by several arrows to be taken down, one will now do it. However, with higher Defence this is less likely to occur and Conviction grants the player some say as to when it will happen.

Finally, there is actually many new options too. Many feats and options allow different kinds of combined effort. There is more distinction between the fighting styles of strong yet slow and weak but fast PCs with things like parry and finesse.

The overall result is less book-keeping and strategy but with just as many options allowing for fast and colourful combat.
 

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