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True 20 - Is it really Simpler?
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<blockquote data-quote="JohnSnow" data-source="post: 3028021" data-attributes="member: 32164"><p>Those were actually more "suggestions to improve D&D" as I haven't actually played <em>True 20.</em></p><p></p><p>On the roles: I dislike balancing classes on the whole "warrior, expert, spellcaster" model. It strikes me as a bad model that lends itself to cliche characters. I agree that, with open, and encouraged, multiclassing, <em>True 20</em> does it better than standard D&D. However, you can still end up with a character that's a combat monkey with no appreciable skills, or a skill monkey who sucks at combat.</p><p></p><p>Three levels of skill? Ick, no. Simplify the skills enough that characters can do things. I don't know precisely how skills work in <em>True 20.</em> I know that I dislike the "prime-based skills" of C&C. Generic skills equals generic characters.</p><p></p><p>"Interesting Options covered by the rules" - I have a basic dislike of on-the-fly DM ruling - as a DM! I like having rules to cover unusual situations so that I don't end up having to create them myself. For example, <em>Iron Heroes</em> allows characters to perform stunts for extra bonuses, or accept a penalty to one thing for a benefit to something else, or whatever. I find it makes combat and task resolution more interesting.</p><p></p><p>Power System - From what I understand, a lot of the magical abilities in <em>True 20</em> are kinda..."handwavey" in their effects. Basically, they do something...GM judgement call.</p><p></p><p>Twitch.</p><p></p><p>If there's a phrase that makes me wince, it's "GM judgement call." I've usually had good DMs, so this isn't fear of a bad call. It's twofold. As a DM, I see players not trying things because they have no idea how I'll rule. As a player, I often won't try anything "creative" because I have no way of gauging my chance of success in advance.</p><p></p><p>Some people call that metagaming. I call it "weighing tactical options." It's something the character would do, and something, as a player, that I find entertaining.</p><p></p><p>If I've unfairly maligned the <em>True 20</em> power system by this characterization, I apologize. But that was my impression based on what I've seen so far.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3028021, member: 32164"] Those were actually more "suggestions to improve D&D" as I haven't actually played [i]True 20.[/i] On the roles: I dislike balancing classes on the whole "warrior, expert, spellcaster" model. It strikes me as a bad model that lends itself to cliche characters. I agree that, with open, and encouraged, multiclassing, [i]True 20[/i] does it better than standard D&D. However, you can still end up with a character that's a combat monkey with no appreciable skills, or a skill monkey who sucks at combat. Three levels of skill? Ick, no. Simplify the skills enough that characters can do things. I don't know precisely how skills work in [i]True 20.[/i] I know that I dislike the "prime-based skills" of C&C. Generic skills equals generic characters. "Interesting Options covered by the rules" - I have a basic dislike of on-the-fly DM ruling - as a DM! I like having rules to cover unusual situations so that I don't end up having to create them myself. For example, [i]Iron Heroes[/i] allows characters to perform stunts for extra bonuses, or accept a penalty to one thing for a benefit to something else, or whatever. I find it makes combat and task resolution more interesting. Power System - From what I understand, a lot of the magical abilities in [i]True 20[/i] are kinda..."handwavey" in their effects. Basically, they do something...GM judgement call. Twitch. If there's a phrase that makes me wince, it's "GM judgement call." I've usually had good DMs, so this isn't fear of a bad call. It's twofold. As a DM, I see players not trying things because they have no idea how I'll rule. As a player, I often won't try anything "creative" because I have no way of gauging my chance of success in advance. Some people call that metagaming. I call it "weighing tactical options." It's something the character would do, and something, as a player, that I find entertaining. If I've unfairly maligned the [i]True 20[/i] power system by this characterization, I apologize. But that was my impression based on what I've seen so far. [/QUOTE]
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