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True 20 - Who here has played it, and what was your experience?
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<blockquote data-quote="Urizen" data-source="post: 3643296" data-attributes="member: 11673"><p>When I first started learning True20, I found the hardest thing to do was "un-learn" the D20 system.</p><p></p><p>Many of my issues stemmed from previous experience with D20. I initially found the Damage and Toughness saves to be difficult to wrap my head around. Even then though, I felt the concept was great. Once I had a better handle on combat I found it went really fast and seemed (at least to me) to be much more in line with my own thoughts about how combat should be. I love the lack of experience.</p><p></p><p>Some would argue that having no experience is a bad thing, but I believe it gives the Narrator(GM) more creative license when designing adventures and campaigns. The narrator is also free to judge how characters are developing in-game, instead of using some arbitrary point scale which focuses on only one aspect of role-playing; combat.</p><p></p><p>I'm still not sold on powers. I tend to prefer spells. I just like the concept better.</p><p></p><p> I'm not one of those people who likes the idea of one power encompassing a number of different (D&D) spells.</p><p></p><p>I like the 3 roles. I like the companions rules for creating new roles. The development team for <strong>Blood Throne: The Survivor's guide to the Age of Blood</strong> took those concepts further and created Path masteries, which are similar in many ways to prestige classes.</p><p></p><p> Obviously I'm biased <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> but I think Path Masteries give players much more flexibility in terms of hero advancement. The rules allow you to make new path masteries for say, a specific organization, like an assassin's guild.</p><p></p><p>You could use them to re-create any prestige class you want.</p><p></p><p>But I digress.</p><p></p><p>Aside from the convoluted power system, there really isn't much about this system that isn't cool.</p></blockquote><p></p>
[QUOTE="Urizen, post: 3643296, member: 11673"] When I first started learning True20, I found the hardest thing to do was "un-learn" the D20 system. Many of my issues stemmed from previous experience with D20. I initially found the Damage and Toughness saves to be difficult to wrap my head around. Even then though, I felt the concept was great. Once I had a better handle on combat I found it went really fast and seemed (at least to me) to be much more in line with my own thoughts about how combat should be. I love the lack of experience. Some would argue that having no experience is a bad thing, but I believe it gives the Narrator(GM) more creative license when designing adventures and campaigns. The narrator is also free to judge how characters are developing in-game, instead of using some arbitrary point scale which focuses on only one aspect of role-playing; combat. I'm still not sold on powers. I tend to prefer spells. I just like the concept better. I'm not one of those people who likes the idea of one power encompassing a number of different (D&D) spells. I like the 3 roles. I like the companions rules for creating new roles. The development team for [B]Blood Throne: The Survivor's guide to the Age of Blood[/B] took those concepts further and created Path masteries, which are similar in many ways to prestige classes. Obviously I'm biased :cool: but I think Path Masteries give players much more flexibility in terms of hero advancement. The rules allow you to make new path masteries for say, a specific organization, like an assassin's guild. You could use them to re-create any prestige class you want. But I digress. Aside from the convoluted power system, there really isn't much about this system that isn't cool. [/QUOTE]
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