Item description for True20 Companion: A Sourcebook For True20 Adventure Roleplaying by Steve Kenson...
The True20 Adventure Roleplaying rulebook provides everything you need to explore worlds of adventure. The True20 Companion helps you create those worlds, with advice and expanded information on adapting the True20 game system to various genres of adventure fiction, from fantasy to science fiction and beyond. The Companion also offers ways of customizing heroic roles and even creating your own! It's a great resource for narrators and players alike, offering many new options that let you tailor your campaign and your characters to make just what you want.
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Est. Packaging Dimensions: Length: 10.63" Width: 8.27" Height: 0.39" Weight: 0.79 lbs.
Release Date Jun 20, 2007
Publisher Green Ronin Publishing
ISBN 1932442839 ISBN13 9781932442830
Reviews - What do customers think about True20 Companion: A Sourcebook For True20 Adventure Roleplaying?
It Is OKAY Aug 24, 2007
Nothing really new here. It is almost copying all srd data and the only new thing is that they got rid of the dice.
Absolutely necessary for True20 Playing Mar 22, 2007
There is no doubt in my mind that anyone who plays True20 needs this book. In fact, I see little reason for anyone to continue with d20/3.5 when this book and the main True20 book is all one really needs. This is very much the Unearthed Arcana for True20, and that's a good thing
The first chapter is Role Creation. This allows you to make your own core classes, making everything perfecting balanced, as well as tip on how a GM can prevent munchkinism. Combat bonus, skill points, saving throws, and even the attainment of new feats can be altered. Plus, there are new core abilities to choose from.
The second chapter relates to fantasy settings, the specialty of True20. The various subgenres within fantasy, as well as the main conventions and backgrounds of such backgrounds, lead us into a nice selection of new feats. There is also rules for dealing with honor, corruption, and a hard money system instead of the regular monetary system of True20/d20 Modern. Best of all, there are finally rules for creating magic items.
The third chapter is space related. As I do not do much in the way of space roleplaying, it is hard for me to judge, although I do love the system for coming up with new aliens on the fly.
The fourth chapter is on Horror. Like space, I seldom deal with this genre, and my attempts to do so usually wind-up as comedy. That said, the ability to have sane/fear checks and doing horror in historical eras was a nice touch.
The fifth and last chapter deals with modern settings. The main True20 book does well with modern already, but this helped fill in what is missing, including what to do with adepts and supernatural powers. The chapter is blessed with more new core abilities, which are a much better fit than the regular core abilities of True20.