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[True20] Is it for me?
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<blockquote data-quote="jdrakeh" data-source="post: 3626319" data-attributes="member: 13892"><p>That didn't work for us. One of the PCs was an adept fashioned after a rather infamous mage named Tim (yes, <em>that</em> Tim) who specialized in fireballs, for example. What is resolved via a simple statement of action in many systems (including systems with pre-calculated effects such as HERO), requires multiple calculations and at <em>least</em> one die roll (often more) <em>during actual play</em> under the True20 rules. </p><p></p><p>For me and my players at the time, this was a a giant move <em>away</em> from the kind of simplified game play that serves as True20's biggest selling point. In fact, it called my attention to the fact that True20 isn't really any less complicated than D&D 3.5, it's just complicated in a different way -- much of D&D's complexity is front-loaded (i.e., it shows up in character creation) while most of True20's complexity is on the back-end (i.e., it only shows up during actual game play). </p><p></p><p>Although I'm not a huge fan of complexity in either area, I'll take front-loaded complexity any day. My combats is D&D may be protracted compared to those in something like C&C, though they still run quite a bit faster than any combat that I've run in True20 (or, more correctly, any combat that involved the use of offensive powers in True20). </p><p></p><p></p><p></p><p>This is true, though I think that there are more intuitive ways to achieve this same level of custom-tailored spell without mucking up the pace of actual play (in fact, I <em>know</em> that there are).</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3626319, member: 13892"] That didn't work for us. One of the PCs was an adept fashioned after a rather infamous mage named Tim (yes, [i]that[/i] Tim) who specialized in fireballs, for example. What is resolved via a simple statement of action in many systems (including systems with pre-calculated effects such as HERO), requires multiple calculations and at [i]least[/i] one die roll (often more) [i]during actual play[/i] under the True20 rules. For me and my players at the time, this was a a giant move [i]away[/i] from the kind of simplified game play that serves as True20's biggest selling point. In fact, it called my attention to the fact that True20 isn't really any less complicated than D&D 3.5, it's just complicated in a different way -- much of D&D's complexity is front-loaded (i.e., it shows up in character creation) while most of True20's complexity is on the back-end (i.e., it only shows up during actual game play). Although I'm not a huge fan of complexity in either area, I'll take front-loaded complexity any day. My combats is D&D may be protracted compared to those in something like C&C, though they still run quite a bit faster than any combat that I've run in True20 (or, more correctly, any combat that involved the use of offensive powers in True20). This is true, though I think that there are more intuitive ways to achieve this same level of custom-tailored spell without mucking up the pace of actual play (in fact, I [i]know[/i] that there are). [/QUOTE]
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