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True 20 - Is it really Simpler?
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<blockquote data-quote="Brad Hindman" data-source="post: 3013225" data-attributes="member: 13961"><p>While I agree that the damage track of True20 isn't difficult and works pretty well once the players and the DM get used to it, I would disagree that it is fundamentally simpler than HP. There isn't much simpler than, subtracting damage from your HP until you reach 0 at which point you drop unconscious.</p><p></p><p>My group has played several True20 campaigns in a variety of genres and we think it is a great system. The character generation system is simple and highly adaptable; the magic system is customizable, expandable and easy to use in play. The simplifications to the combat system make the battlemat unnecessary, encourage roleplaying during fights, promote dramatic and imaginative actions by the players, allow the handling of large combats, and speed up play.</p><p></p><p>Our only real complaints is in fact with the damage track. In my opinion, Hit Points were simply replaced by two other less predictable resources: damage ticks on the track and conviction. The reliance on conviction is actually a drawback in my opinion. We found that players horded their conviction because of essentially role they play in combat longevity. So, instead of using conviction to perform dramatic actions with flare and gusto, they were all saved for the crucial toughness save. To a lesser extent, another complaint is with the status effects built into the damage track. My players felt that many of these effects (e.g., stunning) just weren't very fun at the frequency they occurred. Sitting around watching your friends play, while you loose a turn may be realistic, but it isn't very entertaining.</p><p></p><p>So to paraphase, as a mechanic the damage track holds up well, it just wasn't our cup of tea and didn't promote the style of game we wanted to play (high flamboyant action). In a more gritty game it might perform more to our expectation. Since other portions of True20 do support crazy imaginative maneuvers by the players, we are presently using a True20 hybrid. We've kept the character generation rules, the combat system and the magic system, while simply dumping the damage track.</p></blockquote><p></p>
[QUOTE="Brad Hindman, post: 3013225, member: 13961"] While I agree that the damage track of True20 isn't difficult and works pretty well once the players and the DM get used to it, I would disagree that it is fundamentally simpler than HP. There isn't much simpler than, subtracting damage from your HP until you reach 0 at which point you drop unconscious. My group has played several True20 campaigns in a variety of genres and we think it is a great system. The character generation system is simple and highly adaptable; the magic system is customizable, expandable and easy to use in play. The simplifications to the combat system make the battlemat unnecessary, encourage roleplaying during fights, promote dramatic and imaginative actions by the players, allow the handling of large combats, and speed up play. Our only real complaints is in fact with the damage track. In my opinion, Hit Points were simply replaced by two other less predictable resources: damage ticks on the track and conviction. The reliance on conviction is actually a drawback in my opinion. We found that players horded their conviction because of essentially role they play in combat longevity. So, instead of using conviction to perform dramatic actions with flare and gusto, they were all saved for the crucial toughness save. To a lesser extent, another complaint is with the status effects built into the damage track. My players felt that many of these effects (e.g., stunning) just weren't very fun at the frequency they occurred. Sitting around watching your friends play, while you loose a turn may be realistic, but it isn't very entertaining. So to paraphase, as a mechanic the damage track holds up well, it just wasn't our cup of tea and didn't promote the style of game we wanted to play (high flamboyant action). In a more gritty game it might perform more to our expectation. Since other portions of True20 do support crazy imaginative maneuvers by the players, we are presently using a True20 hybrid. We've kept the character generation rules, the combat system and the magic system, while simply dumping the damage track. [/QUOTE]
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