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True20 Adventure Roleplaying (True20) [Hardcover]

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Item Number 254736  
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Item description for True20 Adventure Roleplaying (True20) by Steve Kenson...

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

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Item Specifications...

Pages   224
Est. Packaging Dimensions:   Length: 10.9" Width: 8.5" Height: 0.8"
Weight:   1.7 lbs.
Binding  Hardcover
Release Date   May 3, 2006
Publisher   Green Ronin Publishing
ISBN  193244257X  
ISBN13  9781932442571  

Availability  0 units.

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Product Categories

1Books > Subjects > Comics & Graphic Novels > General
2Books > Subjects > Entertainment > Games > General
3Books > Subjects > Entertainment > Games > Role Playing & Fantasy > General
4Books > Subjects > Science Fiction & Fantasy > Gaming

Reviews - What do customers think about True20 Adventure Roleplaying (True20)?

It is okay  Aug 24, 2007
Nothing really special. I bought this because it was supposed to be just as good as mutants and masterminds but it was not.
A slick and versatile version of the D20 RPG system  Jan 4, 2007
Green Ronin's True 20 Adventure Roleplaying uses a system that is modified and based off of the D20 system that is used to run the present version of the Dungeons and Dragons RPG. It's greatest strength is that is that it slims down and simplifies many of the rules from it's parent system (Damage, Character Attributes, Skills), while granting the player a greater degree of customization through the use their own collection of D&D styled feats. The result is a set of rules that disappears into the background at the table, which is great for gamers who wish to concentrate more on the exciting situations and events that RPGs can create.
From a Long Time D&D Player  Oct 30, 2006
Yes, I played D&D quite a bit over the years. Mostly AD&D and 3. whatever....I bought this because I have been very pleased with Green Ronins books in general and Mutants & Masterminds has become my Supers RPG of choice. I was not disappointed. This book is well laid out, easy to read and equally easy to grasp.
It's what d20 should have been . Please, give it a try and you won't be going back to all that Wizards of the Coast stuff. Combat is quick and...hell, it's just a fun game.
A Gift for a longtime RPG Hubby  Jul 3, 2006
According to my husband this is a great game!!! He is currently running an adventure or 2 or 3 using this system and book. Since I have had no complaints I would suggest checking out this book. I wish I could offer a better review but I have not had a chance to play,yet.
D20 Done Right  May 30, 2006
I am not a fan of the d20 system. Its proliferation of feats, skills, prestige classes, and templates seems to always lead players to power gaming instead of role playing. Green Ronin's True20, however, gets it right and delivers a clean, fast playing set of rules that allow for play in fantasy, modern, or sci-fi genres, all in a 224 page rule book.

Character classes have been eliminated in favor of the three "Roles" of Adept, Expert, and Warrior. The feats and skills systems will be familiar to anyone who plays d20 games, but their application is more balanced and there are no prestige classes or templates to complicate matters. Spell casting is feat-based, so an Adept player must balance his spell acquisition against his need for useful feats as he progresses in level. Combat does away with hit points in favor of a damage track in which Toughness saves determine a character's injuries, leading to some fast and deadly engagements.

On the down side, the game uses a wealth system instead of having actual costs for items. Functioning somewhat like Resources in a White Wolf game, it eliminates the need for keeping track of a character's money and treasure but seems to drain some of the fun out of the fantasy side of the game.

The last 71 pages of the book are devoted to four sample campaign settings. Sadly, none of them are very well detailed or interesting. In my opinion, those pages could have been used to expand the equipment tables (which cover modern well but only glosses over fantasy/medieval items), increase the number of Power feats available to Adepts, or add more creatures to the bestiary.

In conclusion, I recommend True20. It is fast playing, fun, and allows the players and game master to customize characters and game elements to their tastes without unbalancing the game, offering a leaner, rules-light version of the d20 system that I find very refreshing.

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