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Changes between True20 1.1 and Print

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Changes between True20 1.1 and Print

Postby JBowtie » Mon Mar 20, 2006 4:05 am

Summary of the big changes
* Skill challenges have been added.
* All roles have a core ability and more skill points.
* You gain skill ranks as you rise in level.
* Experts only get one good save.
* Rules for creating creatures.
* Many more feats/powers; notably teleport-style powers
* Equipment lists overhauled and many weapons/armour dropped
* Reverted multiple wounds/dazed (back to one)
--------------------------
Detailed analysis

Introduction
* Taking 5 added
* Skill challenges added
* Power checks called out
* Damage now mentioned in intro

Chapter 1: Hero Creation
* Sidebar on varying ability points
* Halflings have Evasion instead of Beginner's Luck
* Core abilities added; get only the one from your first role.
* Adepts increase from 2 to 4 skills
* Experts increase from 6 to 8 skills
* Experts now only have 1 good save (used to have 2)
* Experts no longer start with Armour Training(light)
* Warriors increase from 2 to 4 skills
* Warriors no longer start with Armour Training
- they can choose between Weapon Training and Firearm Training
* Level up mentions that adepts can choose a power instead of a feat
* Sidebar added on tying Conviction to CHA
* New uses for Conviction: activate core ability, challenge
* Sidebar detailing optional reputation feats

Chapter 2: Skills
* Now allocate ranks when gaining levels
* Many skills now have skill challenges
- Only noted here when a pre-existing skill use
* Balance
- accelerated movement renamed accelerated acrobatics
- accelerated movement now a skill challenge
* Climb
- Accelerated climb is now a skill challenge
* Concentration
- Now includes a note about powers
* Craft
- Masterwork is now a skill challenge
* Heal is now called Medicine
- self-treatment is now a skill challenge
* Knowledge
- Uses the topic list from the Modern appendix
Engineering->physical sciences
Geography->earth sciences
Local->current events or streetwise
Nature->life sciences
Religion->theology + philosophy

chapter 3: Feats

* Lucky now has prequisite of +1 CHA

* Dropped Feats (completely removed)
Mounted Combat
Wild Talent
Beginner's Luck
Mounted Archery
Ride-by Attack
Power
Trance

* New Feats
Attractive
Benefit
Challenge
Chokehold (Warrior)
Critical Strike (Warrior)
Elusive Target (Expert)
Firearms Training
Grappling Finesse (Warrior)
Leadership
Light Sleeper
Low Profile
Mind over Body (Adept)
Redirect (Expert)
Startle
Tireless
Vehicular Combat

* Renamed Feats
Aggressive Attack -> All-out Attack
Great Toughness -> Tough
Dodge -> Dodge Focus
Improved Dodge -> Improved Defense
On the Run -> Move-by Action
Suggest -> Suggestion
Surprise Attack->Sneak Attack (yes, that's a reversion)
Trample -> Overrun
Trackless Step -> Trackless
Wildwalk -> Trailblazer
Weapon Focus -> Attack Focus
Weapon Specialisation -> Attack Specialisation

* Changed to Powers
Elemental Resistance
Supernatural Speed
Supernatural Strike


Chapter 4: Powers
* Moved save Difficulty calculation to first section
* New sidebar: What are Powers?
* If power requires Concentration, you can make a Conc. check to reduce
the time from a standard action to a move action

* Dropped Powers
Purifying Light

* New Powers
Apport
Blink
Elemental Aura
Elemental Weapon
Ghost Touch
Phase
Plane Shift
Psychic Reflection
Psychic Trap
Self-shaping
Severance
Supernatural weapon
Teleport
Wind Walk

* Renamed Powers
Cyberkinesis -> Computer Link
Electrokinesis -> Energy Shaping
Elemental strike- > Elemental Blast
Enhance Self -> Enhance Ability

* Cold Shaping now requires maintenance
* Imbue Life now has prequisite of Cure 12 ranks

Chapter 5: Equipment
* Added section on equipping your hero
* Sidebar on high-level characters
* Notes on restricted, masterwork, and concealed items
* Actual equipment lists completely overhauled
- most fantasy items dropped off list
- section on vehicles added
- weight removed (but section on carrying remains??)
- I assume this is a mistake!

chapter 6: Playing the Game
* Multiple dazes/wounds removed!! Back to one!
* Refocus action dropped
* Recover explicitly called out
* Startle action added
* Ability drained condition added

Modifiers
* Aggressive/Defensive stances called out
* Area Attack added
* Autofire Attack added


chapter 7: no changes

chapter 8: Advesaries
* "Ordinaries" (ie commoners) added
* Sidebar: quick narrator characters
* Rules on level,role, creature type/subtype
* Extensive new list of feats/traits for creatures

New creatures
* bear-shark
* blood pudding
* caliban
* cockroach
* crypt wight
* deer
* magic deer
* mountain dragon
* kamodon
* mosquito
* killer bee swarm

Appendix: d20 Conversion
* Removed examples
* Removed last step in creature conversions

NOTABLE (MECHANICAL) SETTING ADDITIONS
Caliphate Nights
* social status
* framing + weaving
* djinni creatures types
* wishes

MvK
* Mecha Subsystem
* Kaiju creature types
- stats for "Godzilla" and "Mothra"

Borrowed Time
* Bullet time :)


-------
Hopefully I haven't missed anything important on the first reading.
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Re: Changes between True20 1.1 and Print

Postby Jonathan Moyer » Mon Mar 20, 2006 5:17 am

JBowtie wrote:* Reverted multiple wounds/dazed (back to one)

I'm not so sure about this. According to the example on page 106:

While Evard is dazed, an ally of the thugs sneaks up behind him and stabs him. The Narrator has Evard’s player make another Toughness save, Difficulty 17 this time (for the attacker’s Strength and knife) but at no penalty, since Evard’s bruise and daze conditions don’t affect saves against lethal damage. The die comes up 10 for a 12, which fails by five. Evard is wounded. He’s also dazed again (the collateral damage from his wound), giving him a total penalty of –3 on saves vs. nonlethal damage and –1 vs. lethal, plus he’s stunned for one round. Things aren’t looking good for Captain Evard . . .

According to bolded part, Evard is "dazed again," meaning he's suffered multipled dazed results that didn't upgrade to staggered. However, the damage track below the example has a box for dazed/wounded conditions. BUT the character sheet at the end of the book doesn't have a box for dazed/wounded conditions.
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Re: Changes between True20 1.1 and Print

Postby FickleGM » Mon Mar 20, 2006 7:01 am

Jonathan Moyer wrote:
JBowtie wrote:* Reverted multiple wounds/dazed (back to one)

I'm not so sure about this. According to the example on page 106:

While Evard is dazed, an ally of the thugs sneaks up behind him and stabs him. The Narrator has Evard’s player make another Toughness save, Difficulty 17 this time (for the attacker’s Strength and knife) but at no penalty, since Evard’s bruise and daze conditions don’t affect saves against lethal damage. The die comes up 10 for a 12, which fails by five. Evard is wounded. He’s also dazed again (the collateral damage from his wound), giving him a total penalty of –3 on saves vs. nonlethal damage and –1 vs. lethal, plus he’s stunned for one round. Things aren’t looking good for Captain Evard . . .

According to bolded part, Evard is "dazed again," meaning he's suffered multipled dazed results that didn't upgrade to staggered. However, the damage track below the example has a box for dazed/wounded conditions. BUT the character sheet at the end of the book doesn't have a box for dazed/wounded conditions.


Yes, I also saw that and believe that we still have an issue with contradictory text. It appears that many games will end up playing it differently, depending on how they decipher the text. I would guess that since there is a passage in the text that states...

True20 PDF wrote:If a target suffers a result that is already checked off, check off the next highest result, so if a target is already wounded and suffers another wounded result, check off the disabled box.


...as well as the damage track only having one box for wounded that most games will play it with only one Wounded/Dazed condition being allowed.

On the other hand, the following passage in the text (emphasis mine)...

True20 PDF wrote:This persists until all wounded conditions are eliminated.


...along with the Dazed example, will lead to some games (mine included) allowing multiple Wounded/Dazed conditions.

Oh well...
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Re: Changes between True20 1.1 and Print

Postby Jonathan Moyer » Mon Mar 20, 2006 7:16 am

FickleGM wrote:Oh well...

I just use the M&M 2e damage rules. Much more polished and easy to understand IMO.
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Postby scutisorex shrewlord » Mon Mar 20, 2006 7:23 am

I have to say that upon learning this game recently, the only thing in the rules that really was painful to understand was the way damage works. I don't know why that was the case... perhaps because it is so different from the D&D mechanics I have been accustomed to.
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Postby FickleGM » Mon Mar 20, 2006 7:25 am

I still forget to apply certain damage results correctly (like being stunned for a round after being wounded)...

Eventually, I'll get used to it :? .
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Postby nagisawa » Mon Mar 20, 2006 7:29 am

Hmm, looks to me they are moving away from the fantasy aspect...

Especially with the dropped feats. Doesn't bode well for me.
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Postby FickleGM » Mon Mar 20, 2006 7:31 am

One more note on damage, from the Condition Summary section (page 110):

True20 wrote:Wounded
The character has suffered damage. Each wounded condition imposes a –1 penalty on Toughness saves to resist further damage.


All-in-all I would say that the language is identical to the original PDF and was not cleaned up...
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Postby The Shadow » Mon Mar 20, 2006 9:34 am

Thanks for the summary, JBowtie!

Can't download yet, due to leaving my USB drive at home! Grrr.
"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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Postby Inalchuk » Mon Mar 20, 2006 9:57 am

Like Jonathan Moyer, I'm just going to ignore page 106, remember the M&M2 damage rules, and use the character sheet (which allows multiple dazed/wounded conditions).

Edit: I just noticed that the formula for Toughness save is incorrect on page 106. It should not include the Attack's Damage Bonus. Yet another reason to ignore this page!
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Postby Reef » Mon Mar 20, 2006 10:22 am

Inalchuk wrote:Like Jonathan Moyer, I'm just going to ignore page 106, remember the M&M2 damage rules, and use the character sheet (which allows multiple dazed/wounded conditions).

Edit: I just noticed that the formula for Toughness save is incorrect on page 106. It should not include the Attack's Damage Bonus. Yet another reason to ignore this page!

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:(
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Postby Aazlain » Mon Mar 20, 2006 11:08 am

Something new about armor that could probably be included the list of changes:

Chapter 5: Equipment

* Armor Toughness Bonus is now scaled from +1 to +6 (Formerly +1 to +8)
* Armors no longer have a "Maximum Dodge Bonus to Defense"
Last edited by Aazlain on Mon Mar 20, 2006 11:16 am, edited 1 time in total.
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Postby Inalchuk » Mon Mar 20, 2006 11:15 am

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).
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Re: Changes between True20 1.1 and Print

Postby True20Chick » Mon Mar 20, 2006 11:28 am

JBowtie wrote:* Dropped Feats (completely removed)
Mounted Combat


It's not been completely removed. It's been folded into the "Vehicular Combat" feat.

Others:

Ride-by Attack is included in Move-By Action
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Postby True20Chick » Mon Mar 20, 2006 11:48 am

nagisawa wrote:Hmm, looks to me they are moving away from the fantasy aspect...

Especially with the dropped feats. Doesn't bode well for me.


Why?
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