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True 20 - Is it really Simpler?
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<blockquote data-quote="ValhallaGH" data-source="post: 3029475" data-attributes="member: 41187"><p>Normally I agree with you, but True 20 actually tries to avoid this. You can have a party of six warriors and they will be almost as varried as an IH party. They all fight but they do it in different ways. On the flip side, they could all learn the same tricks and fight in identicle ways with equal ease. It's a matter of choosing which feats you want. Not quite as varried as IH but it's still pretty good.</p><p></p><p>All skills are class skills. Warriors and Adepts get 4 + Int skills per level, Experts get 8+. The skill list contains about 50 skills, including the 15 knowledges and 8 performs. Crafts are infinite and there are no Profession skills. Many on the True20 forums think that there are <em>too many</em> skill points, at least for Experts, but you and I would both think them crazed.</p><p>I haven't felt the need for introducing skill groups, though I have been tempted with some of my Warrior/Adept Jedi builds.</p><p>My only real complaint is that there is no point in having 153 ranks in a skill. Once you can achieve everything on the chart by taking 10, the only reason to put a few more ranks into it is so that you can either take a fast completion challenge or take 5 when under stress. Other than opposed skills (Notice, Stealth, Bluff, Sense Motive and maybe Intimidate), there aren't really any skills that you need many ranks in. Thus, mid to high level characters tend towards low to moderate ranks in almost every skill rather than a few specializations.</p><p></p><p>I hear you. True20 tries to cover everything you'll need, and expands nicely over d20 (they have throwing rules! Not IH's throwing rules but still...), but some further guidance would be nice. The Extra Effort system is a little clunky but does remove the need for a skill-based stunt system in most instances.</p><p></p><p>You have been misinformed. The powers are generally very well defined, but it's a skill-like check to cast a power, so you don't know just how well you'll do until you roll the bone. Probably not something that would bother you, given the various magic systems you've worked with before and tried to build.</p><p></p><p>Word.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3029475, member: 41187"] Normally I agree with you, but True 20 actually tries to avoid this. You can have a party of six warriors and they will be almost as varried as an IH party. They all fight but they do it in different ways. On the flip side, they could all learn the same tricks and fight in identicle ways with equal ease. It's a matter of choosing which feats you want. Not quite as varried as IH but it's still pretty good. All skills are class skills. Warriors and Adepts get 4 + Int skills per level, Experts get 8+. The skill list contains about 50 skills, including the 15 knowledges and 8 performs. Crafts are infinite and there are no Profession skills. Many on the True20 forums think that there are [i]too many[/i] skill points, at least for Experts, but you and I would both think them crazed. I haven't felt the need for introducing skill groups, though I have been tempted with some of my Warrior/Adept Jedi builds. My only real complaint is that there is no point in having 153 ranks in a skill. Once you can achieve everything on the chart by taking 10, the only reason to put a few more ranks into it is so that you can either take a fast completion challenge or take 5 when under stress. Other than opposed skills (Notice, Stealth, Bluff, Sense Motive and maybe Intimidate), there aren't really any skills that you need many ranks in. Thus, mid to high level characters tend towards low to moderate ranks in almost every skill rather than a few specializations. I hear you. True20 tries to cover everything you'll need, and expands nicely over d20 (they have throwing rules! Not IH's throwing rules but still...), but some further guidance would be nice. The Extra Effort system is a little clunky but does remove the need for a skill-based stunt system in most instances. You have been misinformed. The powers are generally very well defined, but it's a skill-like check to cast a power, so you don't know just how well you'll do until you roll the bone. Probably not something that would bother you, given the various magic systems you've worked with before and tried to build. Word. [/QUOTE]
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