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Where does True20 break?
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<blockquote data-quote="jdrakeh" data-source="post: 4339291" data-attributes="member: 13892"><p>I'm convinced that it handles superhuman or supernatural powers of any sort poorly compared to other 'generic' systems, though it doesn't become a real issue in actual play until the level of unreality approaches that of D&D or base level supers (e.g., your typical superhero comic book stuff). I'm also 99% certain that this was intentional, otherwise True 20 would compete directly with M&M, which would be bad business for Green Ronin.</p><p></p><p>Now, for low-magic, low-unreality, stuff the system works like a dream and, as advertised, is a lot less hassle than your typical d20 variant. The powers system, OTOH, is riddled with exceptions, particularly in regard to damage, which can become a real nightmare when combined with the True 20 damage system. </p><p></p><p>I should note that when I first played True 20, I ended up completely misinterpreting how powers worked, so I revisted the system after an overwhelming "You're doing it wrong!" response posted here. After utilizing the powers system correctly (and applying tips gleaned from other ENWorld posters) I <em>still</em> found that standard d20 handled more unreality with fewer exceptions and more intuitive mechanics. </p><p></p><p>Today, I'd heartily recommend True 20 for anything <em>other</em> than campaigns with high magic or a proliferation of supernatural powers. There are, simply, many available systems that I feel handle these things better.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4339291, member: 13892"] I'm convinced that it handles superhuman or supernatural powers of any sort poorly compared to other 'generic' systems, though it doesn't become a real issue in actual play until the level of unreality approaches that of D&D or base level supers (e.g., your typical superhero comic book stuff). I'm also 99% certain that this was intentional, otherwise True 20 would compete directly with M&M, which would be bad business for Green Ronin. Now, for low-magic, low-unreality, stuff the system works like a dream and, as advertised, is a lot less hassle than your typical d20 variant. The powers system, OTOH, is riddled with exceptions, particularly in regard to damage, which can become a real nightmare when combined with the True 20 damage system. I should note that when I first played True 20, I ended up completely misinterpreting how powers worked, so I revisted the system after an overwhelming "You're doing it wrong!" response posted here. After utilizing the powers system correctly (and applying tips gleaned from other ENWorld posters) I [i]still[/i] found that standard d20 handled more unreality with fewer exceptions and more intuitive mechanics. Today, I'd heartily recommend True 20 for anything [i]other[/i] than campaigns with high magic or a proliferation of supernatural powers. There are, simply, many available systems that I feel handle these things better. [/QUOTE]
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