Post by oninowon on Jul 2, 2007 13:49:15 GMT -5
How many of you guys downloaded true20 from Green Ronin this past week? I caught the notice late Friday on RPGnet.
I like the system and I heard it shares some similarities with M&M. The difference being if you want high powered gaming refer to M&M. If you want low powered go to True 20.
The wound system is wonky like Savage Worlds though and seems more complicated. A lot of people didn't understand why GR didn't use the wound system from M&M which I hear is pretty simple (although I heard people were having a hard time grasping that also). I wonder if people (including me) are having a hard time understanding the wound system because we are so used to HP or the woundsystem seems counter-intuitive.
The whole production of the book seems rough too. It seemed like they didn't follow through with some of their ideas. For example, they mention very briefly about Archtypes but don't go further into it. You don't see an example of a statted out Archtype until you hit the settings given near the end. Then there is the encumbrance issue. They give the mechanical effects but don't give the weight of the items.
The game has potential though. The power section is pretty broad so you can tweek it to fit a power /spell you want to emulate. The best is the roles (classes in D&D terminology). There is only 3 broadly defined roles and the way to go about getting the character you want is to mix them together. There is no restrictions to switching roles. Further, they have Archtypes which can be viewed as prestige class but without having to fully stat out another role. They are used like prestige classes to add flavor to whatever setting.
I'm thinking about writing up either a horror/fantasy setting or sci-fi setting.
I like the system and I heard it shares some similarities with M&M. The difference being if you want high powered gaming refer to M&M. If you want low powered go to True 20.
The wound system is wonky like Savage Worlds though and seems more complicated. A lot of people didn't understand why GR didn't use the wound system from M&M which I hear is pretty simple (although I heard people were having a hard time grasping that also). I wonder if people (including me) are having a hard time understanding the wound system because we are so used to HP or the woundsystem seems counter-intuitive.
The whole production of the book seems rough too. It seemed like they didn't follow through with some of their ideas. For example, they mention very briefly about Archtypes but don't go further into it. You don't see an example of a statted out Archtype until you hit the settings given near the end. Then there is the encumbrance issue. They give the mechanical effects but don't give the weight of the items.
The game has potential though. The power section is pretty broad so you can tweek it to fit a power /spell you want to emulate. The best is the roles (classes in D&D terminology). There is only 3 broadly defined roles and the way to go about getting the character you want is to mix them together. There is no restrictions to switching roles. Further, they have Archtypes which can be viewed as prestige class but without having to fully stat out another role. They are used like prestige classes to add flavor to whatever setting.
I'm thinking about writing up either a horror/fantasy setting or sci-fi setting.