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Old 06-26-2006, 11:13 PM
Dylan Horrocks's Avatar
Dylan Horrocks Dylan Horrocks is offline
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Join Date: Mar 2003
Location: New Zealand
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Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)

Quote:
Originally Posted by C.W.Richeson
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.
Yes and no. The True20 damage system is more complex than the one in M&M. I like the look of it, and am keen to try it, but I was a little nonplussed by the sheer quantity of conditions. I expect my first session using True20 will involve a bit of confusion and painful familiarisation.

Quote:
Originally Posted by C.W.Richeson
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.
Actually, I think what I most like about True20 is how easy it is to create your own setting-specific customised 'classes' (what Blue Rose calls 'paths'). For example, if your world has a particular well-defined social role (e.g. knightly orders, monastic cults, magic traditions etc), it's a cinch to choose a list of feats that suit. Combine this with 'backgrounds', and it makes for a very customisable world-specific system, without the need for endless Prestige Class design and all the attendant balancing nightmares that can involve.
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