True 20 Playtest

Last night I got a group together to run through a couple of encounters with the True20 system. I ran only combat encounters since the skills system is similar enough to 3.5 that there was not much to test. The real point of interest was True20s damage track and toughness save mechanic.

The lack of hit points means that in True20 every attack has the potential to be deadly and dramatically increases the “swingy” aspect of combat. I rather like the increased randomness of combat so that players have to be careful about who, when, and how often they fight; at higher levels there is no longer such a thing as “just a kobold.” The fatiguing aspect of spell casting is interesting, but seems quite punitive on first level casters who may begin taking fatigue penalties after the first spell they cast.

All in all we had a lot of fun and I am really looking forward to running a True 20 game, though for now it will remain on the back burner until I finish my current 3.5 E6 campaign, run a quick d20 Apocalypse game, and possibly dabble with Mutants and Masterminds.


~ by katallos on January 7, 2010.

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