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[True20] Is it for me?
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<blockquote data-quote="jdrakeh" data-source="post: 3626409" data-attributes="member: 13892"><p>Note that this is a <em>house rule</em>, so it isn't really germain to the conversation. I was talking about using the True20 powers rules as written and, as written, they require a great deal of effect-specific calculation during actual play based on many different variables (especially true of damage-dealing spells). </p><p></p><p>Sure, I could just handwave all of that, though ignoring the written rules doesn't actually <em>fix</em> the issues that I have with them. More importantly, though, if the best solution to a given rules issue is to ignore the the rules as written, I'm not certain why one would pay for said rules in the first place. That simply isn't very practical. </p><p></p><p></p><p></p><p>That's true, though most of these things aren't subject to change from one casting of a given spell to the next, IME. In True20 most spell effects are <em>entirely</em> variable which, as I said, gives you a lot of flexibility -- I (and my players) felt, however, that said flexibility came at the price of gross complexity. YMMV, of course. </p><p></p><p>[Edit: You will, if you reread my post, also note that I freely admit D&D is complex -- I feel, however, that it is a different kind of complex for the most part. ]</p><p></p><p></p><p></p><p>IME adding entirely new mechanics to a game <em>always</em> requires fiddling (usually a lot of it). I can't see where adding a standard D&D class or D&D magic to True20 wouldn't require quite a bit of fiddling to balance according to that system's rules</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3626409, member: 13892"] Note that this is a [i]house rule[/i], so it isn't really germain to the conversation. I was talking about using the True20 powers rules as written and, as written, they require a great deal of effect-specific calculation during actual play based on many different variables (especially true of damage-dealing spells). Sure, I could just handwave all of that, though ignoring the written rules doesn't actually [i]fix[/i] the issues that I have with them. More importantly, though, if the best solution to a given rules issue is to ignore the the rules as written, I'm not certain why one would pay for said rules in the first place. That simply isn't very practical. That's true, though most of these things aren't subject to change from one casting of a given spell to the next, IME. In True20 most spell effects are [i]entirely[/i] variable which, as I said, gives you a lot of flexibility -- I (and my players) felt, however, that said flexibility came at the price of gross complexity. YMMV, of course. [Edit: You will, if you reread my post, also note that I freely admit D&D is complex -- I feel, however, that it is a different kind of complex for the most part. ] IME adding entirely new mechanics to a game [i]always[/i] requires fiddling (usually a lot of it). I can't see where adding a standard D&D class or D&D magic to True20 wouldn't require quite a bit of fiddling to balance according to that system's rules [/QUOTE]
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