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True 20 - Is it really Simpler?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3006081" data-attributes="member: 2810"><p>I played my first True 20 game at GenCon and won't play it again. The DM was good, the scenario was fun, but I don't like the rules.</p><p></p><p>Almost everyone there was new to the system. I and one other player had some M&M experience, the rest were complete novices. The learning curve seemed to be as steeper than it should have been. (For comparison, there were four casters in an Arcana Evolved game that were new to that, and they picked up on the changes real quick).</p><p></p><p>I didn't like the casting system. I was rolling well (the only time all week I did <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> ) and I made almost every fatigue check. The other guy had bad luck, and was basically one and out. (We did have 'conviction' to burn to reverse it, but it didn't help him much.) So two characters of roughly similar abilities, one that was firing away and the other that was largely useless. </p><p></p><p>I really dislike damage saves vs hitpoints. It works well for a supers game, but I don't think it translates well to anything further up on the 'realism' scale. </p><p></p><p>We did one big combat, and it didn't run appreciably faster than say Old Ones Grim Tales game, or the AE game, or pretty much anything else I've played. Prep-time might be lower, but I've no way to know. I don't think prep-time for stock d20 is that high anyway though.</p><p></p><p>So, it was fun to play once, but I can't see the attraction. The 'five mini-settings' book looked pretty neat, though. With Malhavoc, I like the crunch, not so enamoured of the fluff. Looks like with True20 it'll be the other way around.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3006081, member: 2810"] I played my first True 20 game at GenCon and won't play it again. The DM was good, the scenario was fun, but I don't like the rules. Almost everyone there was new to the system. I and one other player had some M&M experience, the rest were complete novices. The learning curve seemed to be as steeper than it should have been. (For comparison, there were four casters in an Arcana Evolved game that were new to that, and they picked up on the changes real quick). I didn't like the casting system. I was rolling well (the only time all week I did :lol: ) and I made almost every fatigue check. The other guy had bad luck, and was basically one and out. (We did have 'conviction' to burn to reverse it, but it didn't help him much.) So two characters of roughly similar abilities, one that was firing away and the other that was largely useless. I really dislike damage saves vs hitpoints. It works well for a supers game, but I don't think it translates well to anything further up on the 'realism' scale. We did one big combat, and it didn't run appreciably faster than say Old Ones Grim Tales game, or the AE game, or pretty much anything else I've played. Prep-time might be lower, but I've no way to know. I don't think prep-time for stock d20 is that high anyway though. So, it was fun to play once, but I can't see the attraction. The 'five mini-settings' book looked pretty neat, though. With Malhavoc, I like the crunch, not so enamoured of the fluff. Looks like with True20 it'll be the other way around. [/QUOTE]
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