True20 provides a rules lighter take on the standard d20 system by doing away with a lot of the more complicated rules while also giving players more character options.
One nitpick. The toughness save is not as you describe. It's a roll to hit. The the orc would to fixed damage (+2 from strength) - there's no random element in this.
Then the peasant would have to make a DC15 + dam = DC17 toughness save to remain unharmed.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Peter Knutsen has taken the time to write me and point out that I do not mention how ability scores are generated in True20. Great point, Peter!
In True20 the default method is to assign 6 points however the player may want. In addition, since abilities begin at +0 they may be decreased up to a -4 each though below a -2 isn't recommended. For example, were I to make a warrior I might assign the following: Str +2, Dex+1, Con +2, Int +0, Wis -1, Cha +2 for a total of six points. I actually have seven points worth of positive modifiers, but I balanced that out by decreasing Wisdom one point.
A side paragraph briefly discusses what characters are like if a Narrator gives fewer or greater points.
There is no support for random ability score generation.
I'm always happy to answer questions, correct mistakes, and otherwise try to be as accurate as possible with my reviews. If you have any comments please just let me know.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Wow, talk about interesting timing. Last night I submitted my very first review to RPG.net, for True20. For a moment, when I saw the reviews main page, I thought that the RPG.net staffers worked fast!
I haven't really read over this review yet, but I will be interested in seeing how our views differ. There is only one other review of the game here, so it never hurts to have more.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Quote:
Originally Posted by Malacoda
Wow, talk about interesting timing. Last night I submitted my very first review to RPG.net, for True20. For a moment, when I saw the reviews main page, I thought that the RPG.net staffers worked fast!
They do work fast. I've seen a review submitted on Sunday night arrive on Monday morning.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Quote:
Originally Posted by Malacoda
There is only one other review of the game here, so it never hurts to have more.
Absolutely. Especially as I wrote that based on the previous (PDF-only) version of the book. The current version adds art and the setting outlines, and a number of rules tweaks, so a number of my comments won't apply any more.
Having said all that, are you sure Experts get a good Reflex save? I can't be bothered to track down my new version to check. In the older one Experts got two good saves of their choice. That was one of the factors (with number of skills) that made me think the majority of characters should be Experts.
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Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
Good point, Tim! Experts may select one Good save of their choice, and the other two are normal. When writing the review I didn't notice that the Expert chart said "Good Save" instead of "Reflex" in that column, my mistake!
While i'd also gravitate towards the high skill class at least for my first level, the core abilities here are sufficiently potent that they encourage players to take Adept or Warrior at level 1 as well. Being able to cast spells that haven't been bought yet or instantly heal damage is huge.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
I can't quite agree that the book only supports fantasy, when 3 of the sample settings aren't fantasy. (Sure, the sample backgrounds they give are the D&D races, but can you imagine how much they would've been asked how to build those if they hadn't included them?) There are plenty of skills and equipment to cover non-fantasy settings. (You skipped over the Computers skill, which would have been the only one I would have felt was missing.) Sure, they use the D&D categories for creatures, but they cover just about everything, and make conversions that much simpler.
As for those sample settings... I actually find Lux Aeternum to be most interesting. Normally I find space settings to be boring to play in. Something about this setting really grabbed me, though. Either that, or the lack of starship stats and endless sci-fi equipment just didn't put me to sleep.
I'm not terribly interested in the setting for Borrowed Time, but 9/10ths of the special feats for time manipulation they give felt custom made for a proper Matrix setting.
Overall, there are so many d20 fantasy games, most of them with a pretty strong flavor, that True20 would probably be my last choice for d20 fantasy... But it's my first choice for d20 just-about-everything-else.
Re: [RPG]: True20 Adventure Roleplaying, reviewed by C.W.Richeson (4/4)
I'm not aware of anyone making the claim that the book only supports fantasy. The book supports fantasy better than any other type of play, and the material for other eras of play feels incomplete. I suspect the True20 book is meant to be combined with some sort of additional setting book to make it really work.
I don't consider lack of support for starship combat to be a boon to the science fiction setting. Indeed, with four star systems and FTL travel I would think that there are many opportunities for starship combat here. I also agree that endless amounts of Sci Fi equipment is boring. How about 20 items? How about 10 setting specific items just to add to the setting's flavor?