True20 question

Ruland

First Post
In the process of preparing a True20 test game (sci fi), I tested the damage mechanics of the game a bit and developed some trepidation about using it for a campaign. It seems that there is a real danger that a well defined character is dead after two bad rolls - one roll to hit him, than a 1 or 2 or some such result on the Toughness save, and scrap him.

How does this play out? What experiences have True20 gamers with this mechanic?
 

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Ruland said:
How does this play out? What experiences have True20 gamers with this mechanic?

I think that is one of the reasons for the inclusion of Conviction points... once per round (if you have conviction points) you can reroll and get a minimum of 10 as the result. This helps decrease the system's lethality... though if a character has a really bad run of luck and needs to make a second save in the same round or has no more Conviction left... well it could be time to get out a clean character sheet.
 



The increased lethality of True20 is one of the things that makes it an awesome improvement over standard d20.

If you don't like the lethality, use its Scaling Toughness optional rules in the main book.
 

Last Friday I ran my first True20 game and while the players knocked out the fiendish boar in a couple of shots, one character that got caught between two wild boars was gored and died quickly.

While we explained to him that he could use conviction points, he politely told us that he doesn't mind getting killed and rolling up a new character.

So yes, sometimes the "little things" can be deadly in this game if you don't look out!
 

bento said:
So yes, sometimes the "little things" can be deadly in this game if you don't look out!

An experience that should be new to gamers who've played most other d20/OGL variants out there. This is one of the reasons that I bought into True20 - it does a better job of modeling certain realities than many other d20 variants do. That said, I'm still working on a descriptive damage conversion via HarMaster.
 

beholdsa said:
The increased lethality of True20 is one of the things that makes it an awesome improvement over standard d20.

If you don't like the lethality, use its Scaling Toughness optional rules in the main book.

Well, when posting my original question, I hadn't thought of the Conviction aspect of the game. My first test game still ahead, I think that I'm going to stick with the standard lethality, but that important NPCs are going to use Conviction heavily in order to stay alive. Probably the player characters will take the clue ...
 

I would definitely suggest stressing the importance of things like cover, defensive stance, and total defense to keep characters alive. They are much more important in True20 than in core d20 because characters just don't have a lot of hit points to whittle through. As you noted, it's dreadfully easy to get those one-shot kills and the players really need to do all they can to boost their defense.

My players don't mind that -4 to hit from taking the defensive stance option because on many occasions that +2 to defense has meant the difference between life and death. And when the NPCs take defensive stances as well ... well that's were you get those drawn out, exciting fencing matches because everyone is operating at penalties.
 

I am of the opinion a Sci Fi game should be more than willing to take limbs. If they have the technology, having a limb blown off by an energy weapon means the character is just down some MegaCredits and has a shiny new arm.

t800arm.jpg


I’d say

1 conviction point means your skull and spine is recoverable
2 conviction points death costs you an arm and a leg.
3 conviction points means death only costs you an arm or a leg.
4 conviction points and you merely shake hands with death, costing a hand or foot.
 

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