True20 Adventure Roleplaying

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More Newbie questions

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More Newbie questions

Postby trashsmasher » Fri Jan 09, 2009 1:06 pm

First off, I wanted to express my thanks for all the help I've got on this board so far.
:D :!: :D :!: :D :!: :D :!: :D :!: :D

Hopefully others will benefit from my questions as well. Here are a few more I came up with as I was starting my first game:

:?: On page 87 (of the Revised Adventure Roleplaying book), is the stats for the Armored Jumpsuit correct? The Tactical Vest gives a +4 bonus and the Armored Jumpsuit gives a +3 bonus. Why does a vest give more of a bonus then an entire suit?

:?: On the character sheet provided at the back of the book, in the combat section right next to the abilities, there is: Initiative, Dodge, Parry, Base Attack Bonus, Melee Attack Bonus, and Ranged Attack Bonus. My question is, why is there a spot for Melee and Ranged? Aren't they both DEX + COMBAT bonus? Shouldn't they be the same? Am I missing something?

:?: Last question (for now :roll: ). When someone makes an attack and hits, how do you determine where the attack hit? Lets say the Ogre hits Joe and Joe takes damage. Obviously, game mechanics are covered by the conditions (hurt, wounded,ect) but where exactly are the player's wounds? Lets say the ogre put Joe into the disabled condition. Is it just up to the DM to decide where? For example, I could say, "There's a huge gash across your stomach." Sorry, if I'm missing something. I can just forsee my players asking something like, "OK, I'm disabled. Where exactly are my wounds?" Furthermore, I can bet they'll say stuff like, "I swing my sword at the ogre's throat." Can they even do that, or do they just swing wherever?

Thanks for your time and input.
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Re: More Newbie questions

Postby cthughua » Fri Jan 09, 2009 3:19 pm

You'll find this forum filled with helpful fans, we love the game and we want to see it thrive!

trashsmasher wrote: :?: On page 87 (of the Revised Adventure Roleplaying book), is the stats for the Armored Jumpsuit correct? The Tactical Vest gives a +4 bonus and the Armored Jumpsuit gives a +3 bonus. Why does a vest give more of a bonus then an entire suit?


In this case the amount of coverage is not as important as the materials. The jumpsuit is padding and ballistic cloth whereas the Tac Vest has carbon fiber plates thus providing more overall survivability.

trashsmasher wrote: :?: On the character sheet provided at the back of the book, in the combat section right next to the abilities, there is: Initiative, Dodge, Parry, Base Attack Bonus, Melee Attack Bonus, and Ranged Attack Bonus. My question is, why is there a spot for Melee and Ranged? Aren't they both DEX + COMBAT bonus? Shouldn't they be the same? Am I missing something?


You'll find rules for split Melee/Range Combat Progression in the Role Creation area of the Revised Rules (and originally in the True20 Companion).

trashsmasher wrote: :?: Last question (for now :roll: ). When someone makes an attack and hits, how do you determine where the attack hit? Lets say the Ogre hits Joe and Joe takes damage. Obviously, game mechanics are covered by the conditions (hurt, wounded,ect) but where exactly are the player's wounds? Lets say the ogre put Joe into the disabled condition. Is it just up to the DM to decide where? For example, I could say, "There's a huge gash across your stomach." Sorry, if I'm missing something. I can just forsee my players asking something like, "OK, I'm disabled. Where exactly are my wounds?" Furthermore, I can bet they'll say stuff like, "I swing my sword at the ogre's throat." Can they even do that, or do they just swing wherever?


That's entirely up to your narrative style. I typically narrate all combat effects after all rolls are made.

Example: Jon attacks the ogre and hits, the ogre fails his save enough to cause a hurt condition. Then I say, "Jon swings his long sword at the brute and nicks it on the shoulder, blood seeps from the cut drenching the thing's dirty leather jerkin in blood. The ogre barely grunts before swinging his huge club overhead." In Vall's previous example the ogre killed Jon outright in a charge and so he narrated our hapless adventurer being cut in half.

Furthermore if players want to target specific areas I just let them make finesse attacks, they determine how much extra damage they want to do and I adjudicate if it fits. Since True20 uses an abstract damage system actual body part damage aren't used but the accumulated Toughness Save penalites and other secondary effects caused by failing them do a decent job of accounting for taking a right beating. You're of course welcome to adapt the rules to your own play style, allowing for disabling of specific body parts.
Bluntly ridiculous!
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Re: More Newbie questions

Postby barsoomcore » Fri Jan 09, 2009 5:40 pm

cthughua wrote:You'll find rules for split Melee/Range Combat Progression in the Role Creation area of the Revised Rules (and originally in the True20 Companion).

You may also find the official character sheet not exactly conformant to the rules. I created one I like better here:

http://www.scratchfactory.com/Resources ... rSheet.pdf

And there are others posted around these boards. Poke around, you'll probably find something you like.
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Re: More Newbie questions

Postby trashsmasher » Fri Jan 09, 2009 8:39 pm

Great stuff..............thanks a bunch. I feel stupid for not catching the things that are actually covered in the book (like the ranged/melee bit in the Role Creation chapter). It's waaaaaay easier than 4E, but still a lot to mull over at first.

Thanks again!
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Re: More Newbie questions

Postby True20Chick » Sun Jan 11, 2009 1:00 pm

trashsmasher wrote: :?: Last question (for now :roll: ). When someone makes an attack and hits, how do you determine where the attack hit?


I generally indicate the severity of a hit by narrating where the injury hit.

Hurts are generally irrelevent... cuts, abrasions, etc. They can be anywhere.

A Wound would be a solid stab to the arm or leg, or a bruised rib... thus explaining the -2 penalty.

A Disabled result would be a deep belly wound or a concussion that sends the opponent reeling.

Dying would be, say, a slash across the throat or a hilt-deep impale.

Dead is disembowelment or decapitation, etc.


As for allowing the players to try called shots... cthughua's idea of working it similar to a finsee attack is a great idea.
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Re: More Newbie questions

Postby ValhallaGH » Sun Jan 11, 2009 3:09 pm

Another good mechanic for called shots, particularly ones against unarmored targets, is Accurate Attack.

Kneecapping an unarmored and lounging elf, at his mid-afternoon tea? Accurate attack.
Shooting the death knight in his visor slit, during the unholy ritual that would turn him into a god? Finesse attack.

Suit to taste.
True Star Wars (playable)

Monster Roles for easier Narrating.

I often come across as a big jerk. This is completely unintentional.
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