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Originally Posted by Destriarch
I recently picked up a copy of True20, mostly out of curiosity, and I have to agree that the damage system is not just complex, but needlessly complex and could have been described far better to boot.
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I do agree for the most part that the damage system has a few issues, though I am not sure I would go as far as "needlessly complex." (That is just my opinion, though. I am not telling you how to think.) I do also believe it could have been better explained.
The Mutants & Masterminds damage system, which the True20 system is based on, is more simple, if I recall correctly. I have read of True20 fans using that system instead, as it plugs in seemlessly.
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There are also an awful lot of little side rules to take into account in combat in general, even with the loss of attacks of opportunity. It's far from streamlined, that's for sure. I'm not saying it's a BAD system, but it's not hugely simpler than D20.
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Different people, different perceptions. Having played tons of d20 and having read over the True20 combat rules, True20 seems to me to be quite a bit more streamlined and faster than typical d20. No AoOs, not tactical movement or minis expected, single attacks, mook rules for fast takedowns of the fodder.
I read on some site (ENWorld, perhaps) a play session summary where the GM used True20. He said that he created encounters similar in scope to how he runs D&D 3.5e. He created what would have been a full evening's play in D&D. They finished much earlier because combat tended to play out much more quickly, and got through everything he had planned out.
Now, one man's experience does not equate to objective truth, but I can easily believe it from my reading of the rules.