Flynn said:Austin, you say?
Just Kidding,
Flynn
I know you're on the Austin Posse list, Flynn.


Flynn said:Austin, you say?
Just Kidding,
Flynn
jdrakeh said:I find it odd that a very public cancellation of the line was announced if the line was planned as finite from the start. Perhaps it was, I don't know. I do know that its cancellation was very publcially announced. In my experience, you don't generally need to cancel something that was never envisioned as ongoing.
Thomas5251212 said:I'm curious about a comment in a couple places that Tr20 isn't suited for "action fantasy"; is that because of the slow recovery times sans healing magic? If so, I'd think that wouldn't make it any more badly suited than, say, any incarnation of Runequest. If it's something else, could someone elaborate?
Personally, I think the statement is nonsense. Try playing D&D without healing and see how it goes. Yes, a bad injury can bring down a character, but it is quite possible to defeat a well balanced encounter and not suffer a single wound too. You can run 'action fantasy' if you balance for it.Thomas5251212 said:I'm curious about a comment in a couple places that Tr20 isn't suited for "action fantasy"; is that because of the slow recovery times sans healing magic? If so, I'd think that wouldn't make it any more badly suited than, say, any incarnation of Runequest. If it's something else, could someone elaborate?
Jim Hague said:Due to a non-scaling (barring taking Tough) Toughness save, it tends to be a lot deadlier than D&D. There's plenty of Powers in the core book that can heal damage, however, and recovery times aren't terribly slow either. Still, a bad hit can put you in the hurt locker in a core-only, default rules setting.
Personally, I think it works great for sword and sorcery style play a la Conan, complete with high cinematic stunts and such.
I love the conviction rules because they actually encourage the players to play within their character...unlike D&D's weak alignment system does.buzz said:I played in a one-shot event, but have not read the rules cover-to-cover, so there's a caveat for ya. We were playing 1st-level heroes in a PA setting.
I found the Damage Save kind of klunky (as I did with M&M), the rolling for attack and defense felt kind of random/whiff-factor-y, the lack of AoOs made combat less interesting for me, and Conviction felt kind prone to the "trained monkey" effect. I.e., if you play to your Virtue/Vice, and if the GM notices, and if they think you did a good job of it, then you might earn a Conviction point.
One funny comment another player made was the "be heroic before bedtime" effect. I.e., since your PC will refresh one Conviction point each morning, they might as well do something heroic (i.e., spend Conviction) before the day ends.
I did like the mook rules, though. For a more drama-focused RPG, their existence made sense.
Anyway, it was a fun game, but I wasn't sold on it. I grabbed the PDF when it was offered free so I can take a closer look at some point. Overall, I'm waiting to see a second edition before I consider actually buying it.