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True20 and d20 Modern: compatible?
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<blockquote data-quote="bento" data-source="post: 2960707" data-attributes="member: 36597"><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="bento, post: 2960707, member: 36597"] 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. [/QUOTE]
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True20 and d20 Modern: compatible?
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