Aus_Snow said:
Except that weapons in Blue Rose are more deadly, on the whole, due to criticals multiplying their damage, rather than adding to it, as in True20's case (something I'm not altogether keen on in the latter system, to be honest.)
?
Yeah, you're probably interested in those "improvements".
Simplified attacks. BR has the str-based melee, with weapon finesse option of D&D. True20 has Dex as the key ability for all attacks. This is simpler, though whether or not it is better is highly debatable (it works well enough, I don't like it but I don't feel the need to change it).
Although toughness saves don't scale, the lack of critical multipliers means that, while critical hits are danged scary, they aren't instantly fatal. Also, commoners with crossbows are always a threat, though not much of one at high levels (where even the pure casters have a FF defense of 20).
Oddly enough, True20 works really well for tons of settings; I say oddly because many 'generic systems' aren't. The Worlds of Adventure book has five settings, one traditional fantasy setting, one oriental fantasy setting, one modern fantasy-horror setting, one setting that reminds me of Stephen King's
It, and one setting for an ever-changing dreamland. (Blood Throne, Land of the Crane, Agents of Obilivion, Razor in the Apple and Nevermore, respectively.) Upon reading through the ruleset my first thought was "I finally have
good rules for Star Wars!" It's been a very easy thing to set up.