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<blockquote data-quote="Eric Tolle" data-source="post: 3915552" data-attributes="member: 53859"><p>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.</p><p></p><p></p><p>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.</p><p></p><p>Let's see, some other things:</p><p></p><p>GOOD:</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Easy guidlines for making balanced human and non-human characters.</li> <li data-xf-list-type="ul">Simplified skill list, using broader skills than D&D: for example, Notice and Search, vs. Listen, Spot, Smell, Bump Into Accidentally, etc..</li> <li data-xf-list-type="ul">All characters start with four feats (Humans with 5), and gain one per level, instead of having imbedded per/level character abilities.</li> <li data-xf-list-type="ul">Hero points to well, make characters more heroic and reduce the chance that a single bad roll will totally destroy a game.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">A wealth roll system instead of coinage.</li> </ul><p></p><p>BAD:</p><ul> <li data-xf-list-type="ul">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).</li> <li data-xf-list-type="ul">They use a wealth roll system instead of coinage (Yes, it's both good and bad, depending on the campaign). </li> <li data-xf-list-type="ul">Not enough equipment and weapon examples in the main book.</li> <li data-xf-list-type="ul">Armor is very limited in its usefulness- I would double the suggested values.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Eric Tolle, post: 3915552, member: 53859"] 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: [list] [*]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. [/list] BAD: [list] [*]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. [/list] 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. [/QUOTE]
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