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True 20 - Is it really Simpler?
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<blockquote data-quote="Strithe" data-source="post: 3028967" data-attributes="member: 18813"><p>Well about the only powers that have any "handwavey" aspects might be the divination type powers. Object Reading, for instance, is a power that allows the Adept to read psychic impressions from objects, and it can be triggered spontaneously (if the object or area happens to have a very strong impression). Other than that, every power has specific effects. </p><p></p><p>The "vagueness" comes from the fact that many powers have a multiple uses. Earth Shaping has, for instance, multiple uses (Move Earth, Soften Earth, Stonecrafting, Earthquake). Each use has specific rules for it (area of affect, time, difficulty, what it dies, etc). This may be why some criticize True20 for not having "vague powers", especially if they are used to D&D style magic where each specific effect requires learning a different spell.</p><p></p><p></p><p>As far as overall complexity, I think that the system should play faster in combat than standard d20 IF the players are pretty familiar with the system. You don't have AoO's to worry about, and the lack of multiple attacks means there's fewer die rolls to bog things down.</p><p></p><p>The damage track is something I'm thinking of simplyfing, mainly having to record bruised & Hurt conditions. My idea is to have a single condition for them (with a set -2 or -5 penalty), or do away with it altogether (like what was mentioned earlier). Index cards with a rules summary & poker chips aren't a bad idea either.</p><p></p><p>I've been toying with the idea of either going to a damage roll vs a fixed toughness score (to eliminate the possibility of "conviction hoarding") or to eliminate damage/toughness rolls altogether. The latter option would have a fixed amount damage with extra bonuses based on how much the attack roll beats the target's defense.</p></blockquote><p></p>
[QUOTE="Strithe, post: 3028967, member: 18813"] Well about the only powers that have any "handwavey" aspects might be the divination type powers. Object Reading, for instance, is a power that allows the Adept to read psychic impressions from objects, and it can be triggered spontaneously (if the object or area happens to have a very strong impression). Other than that, every power has specific effects. The "vagueness" comes from the fact that many powers have a multiple uses. Earth Shaping has, for instance, multiple uses (Move Earth, Soften Earth, Stonecrafting, Earthquake). Each use has specific rules for it (area of affect, time, difficulty, what it dies, etc). This may be why some criticize True20 for not having "vague powers", especially if they are used to D&D style magic where each specific effect requires learning a different spell. As far as overall complexity, I think that the system should play faster in combat than standard d20 IF the players are pretty familiar with the system. You don't have AoO's to worry about, and the lack of multiple attacks means there's fewer die rolls to bog things down. The damage track is something I'm thinking of simplyfing, mainly having to record bruised & Hurt conditions. My idea is to have a single condition for them (with a set -2 or -5 penalty), or do away with it altogether (like what was mentioned earlier). Index cards with a rules summary & poker chips aren't a bad idea either. I've been toying with the idea of either going to a damage roll vs a fixed toughness score (to eliminate the possibility of "conviction hoarding") or to eliminate damage/toughness rolls altogether. The latter option would have a fixed amount damage with extra bonuses based on how much the attack roll beats the target's defense. [/QUOTE]
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