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Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Computers is a skill, and there is most definetly support for non-fantasy play. My argument is that the book has a stronger focus on fantasy, which only makes sense given that most folk will pick it up and use it to run Dungeons and Dragons.
Here is the complete skill list so that folk may judge the skill list on their own:
Acrobatics, Bluff, Climb, Computers, Craft, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Gather Information, Handle Animal, Intimidate, Jump, Knowledge, Language, Medicine, Notice, Perform, Pilot, Ride, Search, Sense Motive, Sleight of Hand, Stealth, Survival, Swim. Each skill has multiple uses, and some skills require specialization. Example: Knowledge (Physics) and Knowledge (Chemistry) could be two different skills.
Many rules that would be appropriate for a given genre, such as starship rules or cybernetics, are not included. I suspect they will be included in future settings that use the rules. Nevertheless, the lack of many of these elements makes it difficult to say that the book supports all types of play equally. Off the shelf I can use True20 to run a fantasy game with no need for modifications or additions, but I cannot do the same for science fiction.
Edit: Added Computers, a single skill found in True20, to the skill list I typed up.
Last edited by C.W.Richeson; 06-26-2006 at 06:45 AM..
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