True 20 for fantasy

I'm planning to use it for my far-future sword and sorcery game. To my mind, the system is far better suited for the Conan/Dying Sun/Thundarr genre than D&D.
Some things I find suitable for the genre:
  • Damage Save means that even high-level characters are vulnerable to damage.
  • Magic resembles powers more than spells, with no memorization.
  • Easier ability for non-magic users to get single powers.
  • No need for high-level characters to have tons of magic items.
 
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I'm currently playing in a Dragonlance True20 game online. From what I've seen thus far, it seems to work just fine. Conviction points have saved my posterior more than once in this game!

I'll see if the DM can post a few notes about it. He's a True20 guru.
 

Dragonhelm said:
I'm currently playing in a Dragonlance True20 game online. From what I've seen thus far, it seems to work just fine. Conviction points have saved my posterior more than once in this game!

I'll see if the DM can post a few notes about it. He's a True20 guru.

Thanks!
 

The biggest thing I like about True20 is using the feats as "packages" to build characters to fit very specific ideas, like my favorite application was for a Excalibur/King Arthur game. Using feats to take that approach to building a character concept really came close to winning me over.
 

What I originally liked about True20 was the fact there are only 3 classes, and you use feats to make the character you want.

Once I got the True20 Companion, and its rules for designing classes, I've found myself designing loads more classes. Its addictive!
 

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