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True 20 - Is it really Simpler?
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<blockquote data-quote="DnDChick" data-source="post: 3011933" data-attributes="member: 54"><p>I think part of the problem is familiarity with d20. </p><p></p><p>True20 is built on largely on recognizable rules from d20, but is just different <em>enough</em>, especially where combat and damage are concerned, as to add a bit of a re-learning curve. Differences in rules have blindsided a few of my players and even me when we actually went to look them up. Once those differences are known and understood, True20 does reveal itself to be a lot faster. </p><p></p><p>I do find my players taking more risks in combat, and in general acting out a bit more during a fight because there isn't this constant worry about provoking AOOs or worrying about not being able to do something because they are out of actions. Because of the simplicity of the rules and the open ended character design, the players can be a lot more easy going and free-thinking with what they want their character to do in a given situation. It also opens the game up for me behind the screen, as its a lot easier to adjudicate things on the fly or snap together a quick NPC without having to nitpick with class skills, class abilities, and whether or not he could really have that feat at his level, etc.</p><p></p><p>For me and my group. True20 is the d20 rules we like, with injury rules that are "realistic enough" without being "instant kill every time," and without the constraints of a rigid class system and the need for combat-slowing tactical thinking in order to avoid AOOs. (Although we do still use miniatures, but really only as placeholders to show where everyone is in combat relative to the terrain and each other).</p></blockquote><p></p>
[QUOTE="DnDChick, post: 3011933, member: 54"] I think part of the problem is familiarity with d20. True20 is built on largely on recognizable rules from d20, but is just different [i]enough[/i], especially where combat and damage are concerned, as to add a bit of a re-learning curve. Differences in rules have blindsided a few of my players and even me when we actually went to look them up. Once those differences are known and understood, True20 does reveal itself to be a lot faster. I do find my players taking more risks in combat, and in general acting out a bit more during a fight because there isn't this constant worry about provoking AOOs or worrying about not being able to do something because they are out of actions. Because of the simplicity of the rules and the open ended character design, the players can be a lot more easy going and free-thinking with what they want their character to do in a given situation. It also opens the game up for me behind the screen, as its a lot easier to adjudicate things on the fly or snap together a quick NPC without having to nitpick with class skills, class abilities, and whether or not he could really have that feat at his level, etc. For me and my group. True20 is the d20 rules we like, with injury rules that are "realistic enough" without being "instant kill every time," and without the constraints of a rigid class system and the need for combat-slowing tactical thinking in order to avoid AOOs. (Although we do still use miniatures, but really only as placeholders to show where everyone is in combat relative to the terrain and each other). [/QUOTE]
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