True20 Adventure Roleplaying is the next evolution in game design from the company that brought you Mutants & Masterminds and Blue Rose. True20 offers a simplified and streamlined game system for all your roleplaying adventures. This core rulebook contains everything you need to get started, from character creation and combat to special abilities, supernatural powers and equipment. True20 also contains several sample campaign settings, including the winners of Green Ronin's Setting Search. Each setting provides something different and shows off the strength and flexibility of the rules. If you want a fast, simple, and fun game system that's still familiar to players of the world's most popular RPGs, if you want a vehicle for creating worlds of adventure, then True20 is for you
Nonostante abbia già qualche annetto, è un valido regolamento che si presta bene come sistema per altri giochi di ruolo. Purtroppo reputo il sistema al livelli un metodo di crescita troppo poco reale.
There are a quite a few game systems developed from the open gaming license of Dungeons and Dragons. There are advantages for having these different systems. One is the ease of use. Being familiar with one rule set makes it easier to learn the new one. Another is the new game can utilize the system to make it specific to the style of game the variant wants to support.
True 20 Adventure Roleplaying, designed by Steve Kenson and published by Green Ronin Publishing, is a system that was developed because of the desire to support a specific genre, romantic fantasy, and game Blue Rose. However, the systems early popularity brought about a game system, based on the d20 model, which can be used for other genres. This works, in part, because romantic sub-plots are in storylines used in gaming—even adventures where is seems like romance is furthest away. And, True D20 is presented in a manner to help inexperienced players get involved quickly in a role-playing game (RPG).
The basis of the True D20 system is it is centered more on the characters and the stories they are creating instead of the combat. This focus allows it to be easily used for any setting or genre because RPGs are the characters and the stories they are creating. This is not to say the system doesn't support combat, but the style feels more character driven. To see how this works in different settings the book provides information in the back portion of the reading.
Roughly the last 50 pages of the 200-page book presents 4 setting game masters (GMs) (this system calls narrators) can use directly or as guidance to creating their own setting. These great examples show the breadth of settings the system support: Caliphate Nights, Lux Aetuernum, Mecha vs. Kaiju, and Borrowed Time. Each has enough information to get you started, even in the short space they are presented in.
The first three-fourths of the book provide information for players and GMs. The base rules have been slimmed down to create a system that is easy to step into and use. Some points requiring conversions in the parent system are removed. An example of this are the character's abilities. Instead of creating a score within a certain range and then determining the adjustment that score gives, the scores are listed as the adjustment. An average score is 0 (zero) and can start from -5 to +5. No conversion is needed to apply the ability.
Character classes, which they call roles, are another example of streamlining being done to make the system applicable to any genre. True 20 has 3 roles: adept, warrior, and specialist. Adepts are characters who have supernatural powers (spells). Warriors are experts in fighting. And, specialists cover characters who are experts in a skill set other than something supernatural or fighting. This method of characters works well. Skills and feats are tweaked to fit the system's roles.
Skills and feats are presented in an easy to read and understand format. Examples of common uses of skills is provided in a table format for quick reference. Feats are presented for general use and for each of the roles. Any character can gain a general feat, but only characters of the named role can gain feats in the specific list. Players can create characters of multiple roles giving them a broader base of skills and feats, but lose some of the higher specialization. This is something players of d20 systems have come to expect and understand.
Along with character creation section, there is information for a narrator to create and run a game. Again, the system has the feel of being designed for newer GMs, but if you are experienced don't let that make you feel it is overly simple.
In playing RPGs for many years, I have found most players like playing in different genres. In earlier games, it was always about learning a new system. With a game system like True 20 the ability to move from one genre to another is easier. No one at the table must learn a new system. You don't even have to learn what the new classes are. Just get your group together, decide the setting, create your characters, and start a story.
As far as providing a somewhat lighter alternative to the 3.X-era D20 system, True20 was an interesting experiment, but with 5E dialling back on the system-heaviness and the best ideas from True20 informing the design of the AGE system (which benefits from not needing to include some residual sacred cows of the D20 system), there isn't much compelling need for True20 these days - it's an alright tool, but there are better solutions for the applications it's best at. Full review here: https://refereeingandreflection.wordp...
I started with Blue Rose and have finally moved on to True 20 just in time for the revised edition to come out. This edition combines the initial book and the Companion but drops out the example settings that were originally included in the Companion.
True 20 rocks! It's so much simpler than 3.x d20 but it keeps many of the concepts so people familiar with 3.x can jump in fairly quickly. I don't really like the wealth setting for a fantasy setting (and that's usually what I play) and I also keep using experience points but other than that it's exactly what I'm looking for in a rpg.
I haven't tried 4th edition D&D yet but it sounds like Mr. Kenson was way ahead of the game and that they have taken many of his ideas for the newest version of "the world's most popular role playing game".
Forgot to mention the reason that it got 4 instead of 5 stars is I think they should have spent some time and combined things like Powers and Feats into a single section instead of having them spread out throughout the book. Also some of the concepts seem to contradict each other a bit and maybe reuse wording for two different concepts.
I originally rated this one four stars for its simplification of the over-burdensome d20 rules, but have since taken to more narrative-centric games and have downgraded my rating.
This is not to say True20 isn't a great system, it's just not the system for this dude at this point.
If I was trying to convert a group of diehard d20 fans to simpler systems, this would be perfect. A step down without alienating the poor souls.