True20 and d20 Modern: compatible?

Ruland

First Post
On planning a modern/sci-fi campaign, I'm considerung using the True20 rules set, with d20Modern/Future feats and class features freely put into the feat slots of the True20 roles. Has anybody already tried out a similar use of True20 as a portal for using the odds and ends of another d20 game? And how did it work?

On another note: one thing that does not convince me is the lack of XP in True20. The system of giving levels directly moves characters up too fast in my opinion, and there is no flattening of the curve in gaining the higher levels - and I prefer it to be a far longer way from, say, level 15 to 16 than from 5 to 6.
 

log in or register to remove this ad

Ruland said:
On another note: one thing that does not convince me is the lack of XP in True20. The system of giving levels directly moves characters up too fast in my opinion, and there is no flattening of the curve in gaining the higher levels - and I prefer it to be a far longer way from, say, level 15 to 16 than from 5 to 6.

It's up to you the GM on how fast or slow it takes to level the characters in your game. Heck you could have them never level if you wanted too.
 

I'm prepping for a True20 game set in 1550 France, using Sword Edge's gunpowder rules and Goodman's Demon Hunter Handbook, so I'm experiencing a little of this glomming together other rules into True20.

I'm writing a set of notes to give to players of all the changes to skills, new feats (taken from secondary materials) and new equipment. There's also some modification to combat because of potential weapon misfire and reloading times. In other words, everything I'm taking from secondary materials and modifying I'm making notes for and will make available.

On the bonus side I'm making the characters myself - this is a one shot adventure to demo the rules. If you're not confident about how everything's going to work, I'd suggest porting as much of the stuff you think you'll need and run a one shot or two night adventure to work out the kinks.

As for levelling, I already build the campaigns I run as series of adventures, so it's easy for me to handle the characters "levelling up." I think Blue Rose put it better than the True20 book in regards to this - when you (GM) know the adventurers have reached a level of accomplishment and duty, then its time they rise in level.

I think the way True20 handles levelling up is better than giving out XP points at the end of the night because you don't have that conflict of a player gaining access to new feats or skills in the middle of an adventure. By saving it until the end you can always tell them they need to train.

If you're worried about advancing them too fast, I think the DMG or Unearthed Arcana has info on how many encounters a group should have at each level. You can look it up and build your adventures to their recommendation.
 

Ruland said:
I'm considering using the True20 rules set, with d20Modern/Future feats and class features freely put into the feat slots of the True20 roles.
Combat feats won't work in true20, neither those related to hit-points. However, some d20M/F talents, feats, and class features should be relatively easy to port over.

Ruland said:
On another note: one thing that does not convince me is the lack of XP in True20.
Nothing forbids you to use the XP progression from d20 Modern.
 

It' probably important to point out that the XP/Leveling for Modern (and D&D) is linear. It's designed so that 13.33 encounters with a CR equal to your level is enough to level a four person party, no matter what level you're at. There never was any flattening to the curve.
 

arscott said:
It' probably important to point out that the XP/Leveling for Modern (and D&D) is linear. It's designed so that 13.33 encounters with a CR equal to your level is enough to level a four person party, no matter what level you're at. There never was any flattening to the curve.
I think it tends to happen naturally because as you get higher level you tend to run into more encounters that are significantly below your level. They still take just as long to play out, so you level slower. When you're 1st level, every combat's an epic challenge. :)
 

Ilium said:
I think it tends to happen naturally because as you get higher level you tend to run into more encounters that are significantly below your level. They still take just as long to play out, so you level slower. When you're 1st level, every combat's an epic challenge. :)

Thanks, Ilium, you put it much better than I did. I played D&D up to 10th or 11th level, and levelling up became increasingly more rare, because of the really challenging encounters doing the same ... :D
 

Remove ads

Top