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[True20] Is it for me?
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<blockquote data-quote="Hjorimir" data-source="post: 3627198" data-attributes="member: 5745"><p>No, what you did was spend three rounds creating some kind of giant flaming sphere. The Quickstart rules are just a peek of the True20 system and offer a brief introduction to the system. To base True20 on only the Quickstart rules is tantamount to judging a book by its cover.</p><p></p><p></p><p>My group has found it far more simplistic to navigate uncharted territory with True20 than D&D.</p><p></p><p></p><p>Well, I can't argue your experience, but the game <em>is</em> highly flexible and, IME, incredibly more simple and streamlined than what D&D offers. I guess experiences vary.</p><p></p><p></p><p>First you're talking about players wanting control over their powers, which they already have plenty of in True20's RAW. There is no significant work required there. Then you start talking about incorporating more powers. Do you mean new, custom powers? Sure, creating a custom power take work; creating custom spells in D&D takes work too.</p><p></p><p></p><p>I'd be interested to see the marketing material you're talking about. I see True20 as a great system for running different types of campaigns. I guess, you could call it a tool-kit system for that, but it isn't a tool-kit book like Unearthed Arcana is for D&D, which is litterally just a book of subsystems used to replace or augment other systems within D&D's RAW.</p><p></p><p>If you want to run D&D, run D&D. But, if you want to run a different kind of fantasy... or pulp or science fiction or modern horror or whatever you mind comes up with, I bet you can do it far easier with True20. It's a fantastic system and I highly recommend it to anybody looking for something different.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 3627198, member: 5745"] No, what you did was spend three rounds creating some kind of giant flaming sphere. The Quickstart rules are just a peek of the True20 system and offer a brief introduction to the system. To base True20 on only the Quickstart rules is tantamount to judging a book by its cover. My group has found it far more simplistic to navigate uncharted territory with True20 than D&D. Well, I can't argue your experience, but the game [i]is[/i] highly flexible and, IME, incredibly more simple and streamlined than what D&D offers. I guess experiences vary. First you're talking about players wanting control over their powers, which they already have plenty of in True20's RAW. There is no significant work required there. Then you start talking about incorporating more powers. Do you mean new, custom powers? Sure, creating a custom power take work; creating custom spells in D&D takes work too. I'd be interested to see the marketing material you're talking about. I see True20 as a great system for running different types of campaigns. I guess, you could call it a tool-kit system for that, but it isn't a tool-kit book like Unearthed Arcana is for D&D, which is litterally just a book of subsystems used to replace or augment other systems within D&D's RAW. If you want to run D&D, run D&D. But, if you want to run a different kind of fantasy... or pulp or science fiction or modern horror or whatever you mind comes up with, I bet you can do it far easier with True20. It's a fantastic system and I highly recommend it to anybody looking for something different. [/QUOTE]
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