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Originally Posted by The Last Conformist
Discounting Minions, the damage system seems to be more complex than d20's. Is there any official justification for this, which seems to be against the otherwise simplifying spirit of the thing?
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I agree that tracking damage conditions is more complex. How much simpler can you get than hit points though? Just one number that goes down as a character becomes injured is the height of simplicity. This damage system does have good things going for it, however. Namely, being wounded is more significant and characters are less likely to ignore a few hits from a weapon. Fans of the Mutants and Masterminds damage system will enjoy the one found in True20.
I do think it is a pain for the GM to track wounds on a variety of non-minion NPCs though.
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Like Destriarch, I dislike class systems in general, but, unlike him/her, I feel that if you're gonna have classes at all, why not go the full monty? I know what to expect from a Cleric, but what's an "Adept"?
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I like class systems to an extent because they're prepackaged groupings of abilities meant to allow players to play an archetype easily. They're very new player friendly and can greatly assist enforcement of certain genre conventions, such as the balanced fantasy party.
The Adept may have healing abilities, fire powers, or detailed knowledge of illusions. Whatever the case, identifying the character based solely on class would be a mistake in True20. There are many options for each of the classes. Any player would readily identify with what a "Cleric" is but they wouldn't have any trouble with "White Mage" or "Healer" either. Most players are going to build based around a concept, starting with one or more of the core classes and building on that with feats. I suspect that most products will be easy to recognize and incorporate into any RPG.