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True20: what do you think about the SYSTEM?

Started by Cyberzombie, April 19, 2006, 03:21:15 PM

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Akrasia

I quite like what I've read of it (well, except the wealth system, at least for fantasy-style games).  I'd like to try actually playing it, but haven't had a chance yet.

The magic system especially appeals to me.  I'm a little tired of D&D-ish systems.

It's one of the systems I'm considered for my next campaign, once I get a chance to get one going.
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
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Zachary The First

Quote from: gleichmanThanks for this. I was able to download it and thus able to get an idea of what people were talking about.

Not a problem.  I personally really like what they've done with it, and hope others do, too.
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Joey2k

Quote from: ZalmoxisThe system uses a Toughness Saving Throw instead of Hit Points, and the damage is a scalable affair that tracks your character's damage according to a chart. It's not really more complex or worse than D20, it's just different and equally complex. It was a bit jarring to me that so much in True20 was streamlined and very elegantly-done, only to have the damage and Hit Points not improved, just different.
Just out of curiousity, how would you like damage and injury to be handled?
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kanegrundar

I rather like True20.  It's simple, fast, and easy to use.  However, the 3 classes are too simple for me.  I like a plethora of options for characters, so I'm either going to use it in conjunction with some different classes, or start writing up the various class abilties that didn't get included with the core rules.  Plus, I like hit points and damage found in D&D, so I'll use those with True20 instead.  With those modifications, True20 will be my fantasy game of choice.

However, for Modern or Sci-Fi I'm going to use D20 Modern/Future.  I just like that better for those genres.
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Cyberzombie

I don't really like the Wealth system (having buckets of cash is one of the things I want to fantasize about in my gaming, damn it!) but it is a distinct improvement over d20 Modern.  If you're going to have a simplified system, I think it should ACTUALLY be simplified.

I don't know if I'll ever play this, but I'll definitely buy it at this point.  :)
 

Phantom Stranger

Read it, didn't care for it.  It's too rules lite for what I prefer and I don't like the damage save system hold over from Mutants and Masterminds (one of the big reasons we stopped playing Mutants and Masterminds).
All you know, is alone, you see a, Phantom Stranger!
Down you go, all alone, you love my, Phantom Stranger!

gleichman

Quote from: Phantom StrangerRead it, didn't care for it.  It's too rules lite for what I prefer and I don't like the damage save system hold over from Mutants and Masterminds (one of the big reasons we stopped playing Mutants and Masterminds).

I'm curious, what specific problems did the damage system cause?

At a guess, I'd say that the results appeared too random and too total for the taste of the players and that disrupted the flow of play.
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"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Phantom Stranger

Quote from: gleichmanI'm curious, what specific problems did the damage system cause?

At a guess, I'd say that the results appeared too random and too total for the taste of the players and that disrupted the flow of play.
Feel wise, it made the players feel they had less control over the damage they did, which is true, it was all defense.  It was also in many ways a hit and out or "come on boys, back the truck over him it might work," style combat feel.  With the high target number of 15+power it made for wierd combat play.  There was an encounter that the players looked at me and one said, "Man I feel like we Rodney King'ed that guy, that didn't feel too heroic" because they had to keep pounding the guy, shooting him in the head, etc to just take him down.  Also there was the lack of the dice roll interaction, the feeling of the roll and such, the excitement of the rolls and such.  In many ways it took the thrill out of the combat.
All you know, is alone, you see a, Phantom Stranger!
Down you go, all alone, you love my, Phantom Stranger!

gleichman

Quote from: Phantom StrangerFeel wise, it made the players feel they had less control over the damage they did, which is true, it was all defense.  It was also in many ways a hit and out or "come on boys, back the truck over him it might work," style combat feel.  With the high target number of 15+power it made for wierd combat play.  There was an encounter that the players looked at me and one said, "Man I feel like we Rodney King'ed that guy, that didn't feel too heroic" because they had to keep pounding the guy, shooting him in the head, etc to just take him down.  Also there was the lack of the dice roll interaction, the feeling of the roll and such, the excitement of the rolls and such.  In many ways it took the thrill out of the combat.

Ok, that's what I thought. Good description of it however.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Cyberzombie

Quote from: Phantom StrangerRead it, didn't care for it.  It's too rules lite for what I prefer and I don't like the damage save system hold over from Mutants and Masterminds (one of the big reasons we stopped playing Mutants and Masterminds).
I tried to make a character that was a cross between the hero from Unbreakable and the Punisher (specifically, the older version before he got his own comic).  It flat *did not work* in M&M (the first edition; haven't seen the second).  His guns were totally useless, especially against supervillians.  I *could not* hurt my foes -- though I could pummel them unconscious with my fists.

So, the damage rules didn't even work for the entire superhero genre, much less other genres...

I think, however, that it would be possible to put in a combat system that worked more to my liking.  I understand some people just put hit points back in, and that seems like it would be easy enough to do.  I think I could tinker up something using the rules themselves and a semi-Exalted approach to damage, but I'll have to read more to see if that will work.
 

obryn

I'm only passingly familiar with True20, but could the damage save system be flipped around so the players make all the die rolls?

-O
 

gleichman

Quote from: obrynI'm only passingly familiar with True20, but could the damage save system be flipped around so the players make all the die rolls?

-O

From the PDF I saw? Sure, call it a damage roll instead of a toughness save.

Wouldn't solve all the problems, and it causes another but anyone playing D20 is use to passive defenders.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Phantom Stranger

Quote from: obrynI'm only passingly familiar with True20, but could the damage save system be flipped around so the players make all the die rolls?

-O
Not really, it's a Saving Throw for the Defender.  You could but then you are giving players knowledge of the capability of the foe and even then it really doesn't solve the issue.
All you know, is alone, you see a, Phantom Stranger!
Down you go, all alone, you love my, Phantom Stranger!

gleichman

Quote from: Phantom StrangerNot really, it's a Saving Throw for the Defender.  You could but then you are giving players knowledge of the capability of the foe and even then it really doesn't solve the issue.

Saving throws can always be reversed. One very common example is the damage roll in Warhammer 40K which is made after the hit (but before armor). It's rolled by that attacker on a chart that cross-references the attacker strength with the defender toughness stat.

Nor do you have to give the player any information to make the roll any more than you have to give his target number to hit. Just have him roll and tell him the result. Not my way of playing, but many go this route.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.