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<blockquote data-quote="amethal" data-source="post: 2344553" data-attributes="member: 22784"><p>I like it a lot. However, I have not yet had the chance to game with it!</p><p></p><p>I bought the True 20 pdf even though I already have Blue Rose (and Mutants and Masterminds). The pdf is 95 pages plus the OGL, with no artwork.</p><p></p><p>I look on it as being a "pure" d20 system. A d20 is the only dice you use. Its the d20 system without the frills, and I find it beautiful in its simplicity.</p><p></p><p>Starting ability scores (the usual 6 suspects) range from -5 to +5; and are bought with a simple one-for-one point buy. All scores start at 0, and you have 6 points to spend. You gain points for reducing scores and spend points to increase them. Your ability score modifier (in D&D terms) is the same as your ability score.</p><p></p><p>If a score drops to below -5 during the game (whether as the result of poison or whatever) you are in trouble. You can increase a score by 1 every 6 levels and gain a feat every level, (except for 1st, when you get a few feats to start with).</p><p></p><p>There are 3 character classes - warrior, adept and expert. The only class featues are combat bonuses (i.e. BAB), saving throw bonuses and the number of skill points. However, some feats are class specific. All skills are considered class skills. You can freely multi-class.</p><p></p><p>Some D&D class features are reproduced as feats e.g. favoured enemy, evasion.</p><p></p><p>The pdf does not include any races. The future printed version will include 3 official campaign settings, and I imagine they will include campaign specific races.</p><p></p><p>There are no hit points. You are either unharmed, hurt, wounded, disabled, dying or dead.</p><p></p><p>The "magic" system is feat based. To gain a spell known you spend a feat. You choose which ability score governs your spell casting, and can cast any spells you know an unlimited number of times. Most spells have a chance of making you fatigued, however.</p><p></p><p>The arcane / divine / psionic distinction can be introduced for flavour reasons, but mechanically there is no difference. There's no arcane spell failure percentages, no need for components, no spellbooks or deities.</p><p></p><p>Characters gain levels whenever the DM (Narrator) feels they deserve it.</p><p></p><p>The pdf includes 21 "monsters", of which over half are animals (and 5 are dogs, cats etc.)</p><p></p><p>There is the very briefest of magic items sections (10 short paragraphs) and an appendix for using the rules in a modern setting.</p><p></p><p>There are no prestige classes, and no alignments, but there are character traits (choose one vice and one virtue, but only for flavour reasons) and the equivalent of action points and reputation.</p><p></p><p>I really like it, and it didn't cost much for the pdf. I recommend it to everyone.</p></blockquote><p></p>
[QUOTE="amethal, post: 2344553, member: 22784"] I like it a lot. However, I have not yet had the chance to game with it! I bought the True 20 pdf even though I already have Blue Rose (and Mutants and Masterminds). The pdf is 95 pages plus the OGL, with no artwork. I look on it as being a "pure" d20 system. A d20 is the only dice you use. Its the d20 system without the frills, and I find it beautiful in its simplicity. Starting ability scores (the usual 6 suspects) range from -5 to +5; and are bought with a simple one-for-one point buy. All scores start at 0, and you have 6 points to spend. You gain points for reducing scores and spend points to increase them. Your ability score modifier (in D&D terms) is the same as your ability score. If a score drops to below -5 during the game (whether as the result of poison or whatever) you are in trouble. You can increase a score by 1 every 6 levels and gain a feat every level, (except for 1st, when you get a few feats to start with). There are 3 character classes - warrior, adept and expert. The only class featues are combat bonuses (i.e. BAB), saving throw bonuses and the number of skill points. However, some feats are class specific. All skills are considered class skills. You can freely multi-class. Some D&D class features are reproduced as feats e.g. favoured enemy, evasion. The pdf does not include any races. The future printed version will include 3 official campaign settings, and I imagine they will include campaign specific races. There are no hit points. You are either unharmed, hurt, wounded, disabled, dying or dead. The "magic" system is feat based. To gain a spell known you spend a feat. You choose which ability score governs your spell casting, and can cast any spells you know an unlimited number of times. Most spells have a chance of making you fatigued, however. The arcane / divine / psionic distinction can be introduced for flavour reasons, but mechanically there is no difference. There's no arcane spell failure percentages, no need for components, no spellbooks or deities. Characters gain levels whenever the DM (Narrator) feels they deserve it. The pdf includes 21 "monsters", of which over half are animals (and 5 are dogs, cats etc.) There is the very briefest of magic items sections (10 short paragraphs) and an appendix for using the rules in a modern setting. There are no prestige classes, and no alignments, but there are character traits (choose one vice and one virtue, but only for flavour reasons) and the equivalent of action points and reputation. I really like it, and it didn't cost much for the pdf. I recommend it to everyone. [/QUOTE]
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