True 20 questions

Buy the Numbers is a d20 supplement that turns D&D into a point-buy system. So that might be worth a look.

True20 is pretty easy to 'de-class', mind you. Then it's merely a question of how much of the rest of the system you'll like or dislike. Then again, there's always tinkering.

M&M has been used by others for straight out fantasy. This takes a fair bit of conversion, because as it is, it's a very nice superheroes system, but not exactly well suited to most gamers' ideas of fantasy roleplaying, suffice it to say. I'll see if I can hunt down a link or two.

There are a number of non-d20 options open to you, as other posters have mentioned.

Incidentally, if I was going to go classless (for d20 fantasy) - which I'm not - I'd probably stick with a cut-down version of the d20 Modern system (i.e., feats and talents.)


edit --- if you haven't checked it out, there's a True20 quick start guide for free here, near the bottom of the page. Hope that helps.
 
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Aus_Snow said:
M&M has been used by others for straight out fantasy. This takes a fair bit of conversion
Not really. Most of the powers become spells, and for certain setting reasons you require specific flaws on certain powers. That's it.

Magic boots, and such, are just hard-to-lose devices. Armor grants the Protection power (awesome magic armor may also grant some impervious). Very simple, simpler than most supers games, really. The only real difficulty is deciding what PL to play at.
 

Hm. I stand corrected then.

Must admit, haven't tried it myself. Just saw someone else's efforts and thought to myself 'gee, that looks like a lot of work.' Of course, I can't find that stuff now. :D

But hey, good to hear - it's a nice system, and - come to think of it - there really aren't too many obstacles that come to mind straight away.
 

The list of BAD left off what is, in my mind, the most egregious of all: The damage system is, first of all, more complex than in M&M, and second of all, is written so poorly that practically nobody can understand it without significant assistance and guidance.

Those pages of the rulebook are so inconsistent and misleading that it's virtually impossible to figure it out without help.

And once you do figure it out, the system is unnecessarily complicated and cumbersome. Fortunately, a GREAT solution has been developed over at the True20 boards:

http://true20.com/forum/viewtopic.php?t=1536

GR should adopt this -- it solves all the problems without taking away any of the good stuff.

Once you have this system in place, the only showstopping issue for me is gone and True20 is a superior system for a wide array of genres.
 

barsoomcore said:
The list of BAD left off what is, in my mind, the most egregious of all: The damage system is, first of all, more complex than in M&M, and second of all, is written so poorly that practically nobody can understand it without significant assistance and guidance.

Those pages of the rulebook are so inconsistent and misleading that it's virtually impossible to figure it out without help.
...wait, what? They seem pretty simple and straightforward to me. I can see where they might get a bit cumbersome in play, having to subtract all the time, but complex? Inconsistent? What are you talking about?
 

The inconsistencies are small but there are a number of them and they tend to crop up at some oddly annoying times.

On the other hand, the rules aren't nearly as difficult to understand as barsoomcore stated. A lot of people get confused about them, but I've met a lot of people who get confused by hit points, so I'm not surprised by any confusion.
 


Even as a True20 supporter, I will second the note that the original version of the damage system was both poorly explained and had a few typos in precisely the wrong place, for maximum confusion.

As stated, though, the mini-book has a nice, clean version, and the alt system linked above is my personal favorite. Another plus -- True0 boards are the nicest place to hang out and get questions answered in the rpg universe, bar none.
 

Hmm...

I'll have to look into it a little further. I've decided that I won't play GURPS, maybe true 20, although those roles are exactly what I despise. Oh well.
 

Daz said:
although those roles are exactly what I despise.
Could you elaborate on that?
It could be that a) things aren't what you expect, b) there's been some house rule developed that fixed your issues, or c) we might be able to help you develop such a house rule. If you elaborate then it may be possible to figure out which one it is.
 

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