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by tsadkiel » Mon Mar 20, 2006 11:49 am
JBowtie wrote:New creatures * magic deer
Snort.
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tsadkiel
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by Reef » Mon Mar 20, 2006 11:49 am
Inalchuk wrote:Reef wrote:Wow, having errors like that show up already is disappointing. Too bad the pdf didn't get released before it hit the printers...we could have caught those for them:(
In all fairness (and I've started a separate thread in General True20 about possible edits), this is the only error I've seen so far. Of course, I haven't gone over the stat blocks yet, but this PDF is one of the cleanest ones I own (I purchase Malhavoc PDFs, and have edited two Blue Devil Games PDFs).
Fair enough. The fact it was the Damage system that had the problems is specifically what was distressing though. Especially since there were multi-page threads on the old True20 board and ENWorld trying to decipher the 'one wound or many'. It's unfortunate that it didn't become any clearer in the new edition.
Still looking forward to getting my hands on the print version though!
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by gundark » Mon Mar 20, 2006 12:08 pm
Just glancing thru the book, I see that several different weapons have been dropped (short sword, 2 handed sword, etc). Hmmm. dissappointing
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by Takei » Mon Mar 20, 2006 1:27 pm
Jonathan Moyer wrote:FickleGM wrote:Oh well...
I just use the M&M 2e damage rules. Much more polished and easy to understand IMO.
Not having the book, how do they work? Similar to True20?
Cheers
Paul
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Takei
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by nagisawa » Mon Mar 20, 2006 4:23 pm
gundark wrote:Just glancing thru the book, I see that several different weapons have been dropped (short sword, 2 handed sword, etc). Hmmm. dissappointing
From what I can gather, they dropped most the Fantasy based stuff.
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by skywalker » Mon Mar 20, 2006 4:53 pm
Takei wrote:Jonathan Moyer wrote:FickleGM wrote:Oh well...
I just use the M&M 2e damage rules. Much more polished and easy to understand IMO.
Not having the book, how do they work? Similar to True20?
Almost the same but they are much clearer as to what condition applies, how they recover and what cumulates.
Playing: Paths of the Damned (WFRP); Red Sun SEED (Exalted 2e) Running: Demon Queen's Enclave (D&D4e); Valkyrie (Scion) Planning: Seekers of the Ashen Crown (D&D4e)
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by The Shadow » Mon Mar 20, 2006 6:25 pm
There's also some things that *didn't* change from the original PDF that have me scratching my head.
Why is Bliss still completely nerfed compared to Pain? I'm guessing this dates back to Blue Rose - that Pain was Corrupting while Bliss wasn't. In the absence of a Corruption system, there really is no reason to differentiate them this way; they're just different special effects of the same basic power. (M&M's 'Nauseate', I'm guessing.)
Why do we still have Cure Blindness/Deafness but no way to inflict those conditions?
Why no Dispel power - a crying need for fantasy campaigns? (I can see why you wouldn't want it for a psionics-like campaign, though.)
And, back onto the topic of changes, why make "Wind Walk" dependent on Wind Shaping, when it could just as easily have other special effects - like, say, telekinesis.
I pretty much love all the new powers, though. (I see I called it correctly when I said they'd largely be taken from the Psychic's Handbook.) My own personal inclination is to do Self-Shaping differently - I'll start a thread on it sometime soon - but the existing version is workable.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."
--The Shadow
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by True20Chick » Mon Mar 20, 2006 6:36 pm
Why no Dispel power - a crying need for fantasy campaigns? (I can see why you wouldn't want it for a psionics-like campaign, though.)
Ward does this. Interferes with and even cancels the use of other supernatural powers.
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by The Shadow » Mon Mar 20, 2006 6:45 pm
True20Chick wrote:Ward does this. Interferes with and even cancels the use of other supernatural powers.
No, it doesn't quite. Ward interferes with the use of powers while your ward is up. It does absolutely nothing against powers that were going before you raised your Ward, so far as I can tell.
ie, if your friend has been Dominated, raising Ward won't do diddly to help him. It would only help if you raised the Ward *while Dominate was being activated* - and if the user of Dominate was in range. Given that Dominate is used through mental contact, that may be a tall order.
Whereas with Dispel, even if the Dominate-user is miles away, you could Dispel the effect on your friend.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."
--The Shadow
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by True20Chick » Mon Mar 20, 2006 6:54 pm
But it's no stretch of the rules for it to work that way.
Instead of them rolling their Dominate against your Ward check, roll your Ward against their previously determined Dominate check.
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by The Shadow » Mon Mar 20, 2006 7:12 pm
OK, I could sort of see that if your buddy was in Ward range. Would you also allow the user to focus Ward on his buddy from line-of-sight to pull this off? The rules are pretty clear that the user of the power you're Warding is the subject of the power.
Even with these tweaks, though, there's still a niche for Dispel, I think. For one thing, you should be able to attempt Dispel as a reaction. Dispel might let you work selectively, too - dispelling some things but not others. Also, Dispel would not require Concentration.
EDIT: I can also see a niche for a Ward that does *not* Dispel. A classic SF example would be a psionic "screamer" - someone who disrupts psychic abilities within a certain range. Such a power would disrupt Dominate (say) while the person was in range, but once they were out of it it might reassert itself.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."
--The Shadow
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by scutisorex shrewlord » Mon Mar 20, 2006 7:21 pm
Dispel and Prestidigitation were the first two spells I converted for True20, the latter being a free Power given to all spellcasters.
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by MadBlue » Thu Mar 23, 2006 5:14 am
gundark wrote:Just glancing thru the book, I see that several different weapons have been dropped (short sword, 2 handed sword, etc). Hmmm. dissappointing
The equipment tables appear to be the same ones as those used in M&M (which also may explain why no weights are given, since no weights are given in M&M).
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