True 20 questions

Daz

First Post
Can someone who plays true20 describe the advantages of that system to me? How much like mutants and masterminds is it?
 

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Iron Gauntlets by Precis Intermedia s classless and a lot of fun to play. Morrigan Press' Omni System/Atlantis: the Second Age is also classless.

Although, True 20 does a lot of the things that Iron Gauntlets, the Omni system, Fudge and GURPS does, and a lot more. Before you drop it because of classes you might delve a little deeper first.
 


If you want a classless D20 system, really the only one to get is Mutants and Masterminds, IMO. Other then that, dthere's a range of classless systems ranging from Hero, to Gurps, to Risus, to Dogs in the Vineyard. Take your pick.


As for True20, to my mind, it takes a lot of the advantages of the class/level system, distills them down to simple basic concepts, and allows for a lot of flexibility in character creation. For example, if I were to do either Conan or Fafherd and the Grey Mouser in D20, I'd be inclined to use True20, because I can get much more closer to the concepts than with D&D.

Let's see, some other things:

GOOD:
  • They use the Damage Save mechanic from M&M: this means that while characters can become more powerful, they are always vulnerable if a blow gets through.
  • Easy guidlines for making balanced human and non-human characters.
  • Simplified skill list, using broader skills than D&D: for example, Notice and Search, vs. Listen, Spot, Smell, Bump Into Accidentally, etc..
  • All characters start with four feats (Humans with 5), and gain one per level, instead of having imbedded per/level character abilities.
  • Hero points to well, make characters more heroic and reduce the chance that a single bad roll will totally destroy a game.
  • A spell system that uses a fatigue system, and really resembles psionics more than D&D spells. "Spells" count as feats, and the Adept has an ability to spend hero Points to cast any spells.
  • A wealth roll system instead of coinage.

BAD:
  • Dexterity is used for both melee and ranged combat, making Dexterity even MORE of a God Stat (and I don't consider it realistic either, so there).
  • They use a wealth roll system instead of coinage (Yes, it's both good and bad, depending on the campaign).
  • Not enough equipment and weapon examples in the main book.
  • Armor is very limited in its usefulness- I would double the suggested values.
  • Combat remains equally deadly throught the game (a minus to some). A character who rolls badly for initiative can get hit and repeatedly stunned, until they're dead.

Overall, I'd say it's an excellent choice as a generic system, and I'd choose it for Sword and Sorcery and Modern Games over respectively, D&D and D20 Modern.
 

I am not a fan of the Wealth system either, but the True 20 Freeport Companion has a nice hard currency system and an abundance of handy True20 expansion.

To keep the game simple and easy to run, I would keep the books down to: the Core rules, the True 20 Companion, the True 20 Bestiary, and the True 20 Freeport Companion (even if you don't use Freeport, there is a lot of information there). If you are running fantasy, Fantasy Paths would work well as a handy reference. A copy or two of the True 20 Pocket Player's Guide for your players would also be useful and there are a few quick reference sheets out there to help the game run smoothly.

Worlds of Adventure is a nice product as well, maybe not necessary, but every True 20 book is handy, Green Ronin doesn't put out useless books.

edit: I forgot True Sorcery, which I use as an expanded magic system to the one in the core book. It is not necessary for play and is actually a d20 book with a section on using the system with True 20.
 
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