True 20

< Pathfinder, Main Page, D&D 4th Ed. >


True 20

I have not played this system enough, though I have played Mutants and Masterminds which is similar. I have a sort of love hate relationship with this system. Green Ronin did some things that I think were long over due, like your stats are now just the attribute bonus no more 3-18. True20 replaced HPs with a wound and status system but sadly combat got slower with soak rolls, and dodge rolls that are reminiscent of savage worlds. It also retained all the other complexities of 3.5 combat.

By expanding the Feats and Skill system they were able to reduce the system down to three primary classes. I initially liked this, but still feel it encourages to much min/maxing during character creation. Because of that min/maxing characters are often very similar.

I like the power system, you can use the power as often as you like, but it causes fatigue. Fatigue keep the powers from becoming overwhelming. It’s a nice change from cast and forget. A wizard is no longer a swiss army knife of changing spell, he can do a few powerful things at demand.

The setting Blue Rose, I rather enjoy. It moves the focus from dungeons and killing things, to a more romantic high fantasy.

Overall, I think it still needs a little polish, but often think this is what 3.5 should have been. I think many of the combat issues have been cleaned up in Mutants and MasterMinds 3rd edition.

TODO: Convince my players this is an edition of D20 that is worth playing, and to write a full review.

True 20

From Chainmail to D&D Next ssurber ssurber