True20 House Rules

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For the sake of reference and comment I will elaborate upon a number of house rules for True20 that we either are using or may potentially use.

Altered Feats

Defensive Roll (Expert)

This feat now can only be taken once per every 4 character levels.

Leadership (General)

This feat grants only the usual number of followers, not a cohort.

Lucky (General)

This feat now grants a +1 bonus to Fortitude, Reflex and Will saving throws instead of its previous effect.

Sneak Attack (Expert)

This feat has the same benefits as before; in addition, it guarantees at least a wound result of Bruised or Hurt on a successful hit. This, however, is not guaranteed on creatures normally immune to criticals.

Tough (Warrior)

This feat can only be taken once per every 4 character levels.

Altered Rules

3d20, Take Middle Core Mechanic

The core mechanic for the system is now roll 3d20 and take the middle result. This produces a bell curve. (Explanation) In order to speed things up in game, when making multiple rolls in succession, such as with the attack and damage roll or the casting and fatigue roll, simply roll a number of dice equal to the rolls you're making, plus two. Then once the roll is made, discard the highest and lowest roll, picking which remaining die applies to what roll. So, for example, Bob is casting fireball. This involves making a casting roll and a roll to soak the fatigue from casting. He rolls four dice (casting + fatigue + 2) and gets a 19, 15, 11 and 4. He discards his highest and lowest (19 and 4), which gives him 15 and 11 left. He decides that 11 is his casting roll and 15 is his fatigue roll, and resolves things accordingly.

Conviction for Rerolls

When spending a point of Conviction to get a reroll, roll 3d20 and take the highest result rather than the old method of 1d20 (11 minimum).

More Powerful Criticals

Double the normal bonus from criticals on attacks. For example, a +3 bonus becomes +6 and a +4 bonus becomes +8. In addition, when a critical hit is scores the attacker is guaranteed to do at least a level of Hurt or Bruised damage, minimum.

Multi-role Power Ranks

Power rank now is Adept level now, regardless of whether the Adept has levels of any other role.

Damage Rolls & Toughness DCs

Instead of rolling toughness against a damage DC, damage is now rolled against a Toughness DC. In this manner attack and damage can be rolled at the same time. To determine your damage roll, take your usual damage bonus and add it to 3d20 (take middle). Conviction can be spent for rerolls on damage rolls, like all rolls, however, remember Conviction use is still limited to one per turn. The Toughness DC is equal to the old Toughness save bonus + 6.

New Conviction Use: Increased Toughness

You may spend a point of Conviction to increase your Toughness DC against a single attack. To determine your Toughness DC for that attack roll 3d20 (take highest) and add it to the old Toughness bonus.

Book Optional Rules

Fortitude-Based Fatigue Saves

The fatigue saves used when casting fatiguing magic are a Fortitude save rather than a Will save.

Charisma-Based Conviction

The amount of Conviction available to a character is affected by her Charisma ability score, as described in the optional rule in the True20 book.

New Rules

Character Flaws

Characters may opt to choose a character flaw when creating their character. Flaws can include any manner of things from "Short Attention Span" to "Cowardly" to "Enemy", however, all flaws must be approved by the GM. Alternately, a flaw may be taken after play has begun under approval from the GM; for example, a character may acquire an enemy after a sequence of events has transpired that would warrant an enemy. Still, however, a character may have only one flaw.

Players are expected to role-play their character's flaw. When the result of role-playing a character's flaw affects that character negatively in a significant way (GM's discretion) then that character may be rewarded with a Conviction point, just as with a character's virtue or vice. An extra Conviction point cannot be earned in this way more than once per scene.

Called Shots

Characters may call shots to certain areas of the body when using attacks that could sensibly target that area. Called Shots are considered a Challenge, as per the Challenge rules (page 8) and therefore the challenge feat may buy off the -5 penalty as normal. The GM may rule that certain creatures do not have the appropriate areas to target or suffer the same effects from targeting that area.

A called shot is resolved much like a normal attack and Toughness save. If the attack is successful (taking into account the -5 challenge penalty), the target rolls its Toughness save. On a failure, however, the target does not suffer damage normally. Instead the target suffers one of the effects listed below:

Called Shot: Arm

The target takes -1 to attack and Dex rolls made using that arm, plus an additional -1 for every 5 points by which the target failed her Toughness save. This penalty also applies to attempt to resist being disarmed.

Called Shot: Leg

The target's speed using that leg decreases by 5 ft., plus an additional 5 ft. for every 5 points by which the target failed her Toughness save. This penalty also applies to attempt to resist being tripped.

Called Shot: Groin

For targets that have the appropriate hardware in this region, the target must succeed on a Concentration check or Will save (whichever is better) vs. the DC of the Toughness save, or be stunned for one round.

Called Shot: Head

Unlike other Called Shots, this one effects the Toughness save as it is being made. The Toughness save's DC increases by +2. The target suffers damage as normal for a save of that DC. Unlike other Called Shots, this one may not be taken with the Challenge feat.

New Equipment

Melee Weapons
Weapon 			Damage 	Critical 	Damage 			Range 	Size 	Cost
		Simple Weapons
Club 			+2 	20/+3 		Bludgeoning 		10 ft. 	Med 	4
Gauntlet 		+0 	20/+3 		Bludgeoning 		— 	Tiny 	5
Gauntlet, spiked 	+1 	20/+3 		Piercing 		— 	Tiny 	5
Knife 			+1 	19-20/+3 	Piercing 		10 ft. 	Tiny 	7
Longspear 		+3 	19-20/+4 	Piercing 		— 	Large	6
Mace, heavy 		+3 	20/+3 		Bludgeoning 		— 	Med 	7
Mace, light 		+2 	20/+3 		Bludgeoning 		— 	Small 	6
Morningstar 		+3 	20/+3 		Bludgeoning & piercing	— 	Med 	7
Quarterstaff 		+2 	20/+3 		Bludgeoning 		10 ft. 	Large 	4
Sap 			+2 	20/+3 		Bludgeoning 		— 	Small 	2
Spear 			+3 	19-20/+4 	Piercing 		20 ft. 	Large 	6
Tonfa 			+1 	20/+3 		Bludgeoning 		— 	Med 	6
Unarmed Attack 		+0 	20/+3 		Bludgeoning 		— 	— 	—
		Martial Weapons
Axe, throwing 		+1 	20/+3 		Slashing 		10 ft. 	Small 	5
Battleaxe 		+3 	20/+4 		Slashing 		—	Med 	9
Greataxe 		+5 	20/+3 		Slashing 		— 	Large 	11
Greatclub 		+3 	20/+3 		Bludgeoning 		— 	Large 	5
Greatsword 		+4 	19-20/+3 	Slashing 		— 	Large 	11
Handaxe 		+1 	20/+4 		Bludgeoning 		— 	Small 	4
Kukri 			+1 	18-20/+3 	Slashing 		— 	Small 	7
Polearm 		+3 	20/+4 		Piercing or slashing 	— 	Large 	8
Rapier 			+2 	18-20/+3 	Piercing 		— 	Med 	9
Scimitar 		+2 	18-20/+3 	Slashing 		— 	Med 	10
Scythe 			+3 	20/+5 		Piercing or slashing 	— 	Large 	10
Sword 			+3 	19-20/+3 	Slashing 		— 	Med 	10
Sword, short 		+2 	19-20/+3 	Slashing 		— 	Small 	7
Trident 		+3 	20/+4 		Piercing 		— 	Med 	7
Warhammer 		+3 	20/+4 		Bludgeoning 		10 ft. 	Med 	6
Warhammer, light 	+1 	20/+3 		Bludgeoning 		20 ft. 	Small 	4
		Exotic Weapons
Chain 			+2 	20/+3	 	Bludgeoning 		10 ft. 	Large 	5
Chain, spiked 		+2 	20/+3 		Piercing 		10 ft. 	Large 	8
Nunchaku 		+2 	20/+3 		Bludgeoning 		— 	Small 	3
Whip 			+0 	20/+3 		Bludgeoning 		15 ft.	Small 	4
Ranged Weapons
Weapon 		Damage	Critical 		Damage			Range 	Size 	Cost
		Simple Weapons
Crossbow, heavy 	+3 	19-20/+3 	Piercing 		120 ft. Medium 	11
Crossbow, light 	+2 	19-20/+3 	Piercing 		80 ft. 	Medium 	10
Javelin 		+2 	20/+3 		Piercing 		30 ft. 	Medium 	4
Sling 			+1 	20/+3 		Bludgeoning 		50 ft. 	Small 	3
		Martial Weapons
Bow 			+3 	20/+4 		Piercing 		100 ft. Large 	10
Bow, short 		+2 	20/+4 		Piercing 		60 ft. 	Medium 	9
Shuriken 		+1 	20/+3 		Piercing, Autofire 	10 ft. 	Tiny 	3
		Exotic Weapons
Bolo 			— 	— 		— 			40 ft. 	Small 	3
Boomerang 		+2 	20/+4 		Bludgeoning 		20 ft. 	Small 	2

Equipment is Open Game Content from True20 Bestiary is ©2006 Green Ronin Publishing, LLC.

Mapping D&D Skills to True20

True20 uses a smaller skill set than does D&D. In many cases several D&D skills get wrapped up into single True20 skills. This makes the skills list easier to remember and actions like moving stealthily (in D&D requiring two skill rolls) easier.

True20 SkillD&D Skill
AcrobaticsBalance, Tumble
BluffBluff
ClimbClimb
ConcentrationConcentration
Craft**Craft, Forgery, Profession*, Use Rope
DiplomacyDiplomacy
Disable DeviceDisable Device, Open Lock, Use Magic Device
DisguiseDisguise
Escape ArtistEscape Artist
Gather InformationGather Information
Handle AnimalHandle Animal
HealHeal
IntimidateIntimidate
JumpJump
Knowledge**Appraise, Knowledge, Spellcraft
LanguageSpeak Language, Decipher Script
NoticeListen, Spot
Perform**Perform
RideRide
SearchSearch
Sense MotiveSense Motive
Sleight of HandSleight of Hand
StealthHide, Move Silently
SurvivalSurvival
SwimSwim
* Technically any skill may be noted in True20 as one's professional skill.
** These skills break down into sub-skills in d20 Modern style. See notes below.

Knowledge Skills

True20 SkillD&D Skill
ArtAppraise
Behavioral SciencesProfession
BusinessAppraise, Profession
CivicsProfession, Nobility and Royalty
Current EventsLocal
Earth SciencesDungeoneering, Geography, Nature
HistoryHistory
Life SciencesNature
Physical SciencesArchitecture and Engineering
Popular CultureLocal, Nobility and Royalty
StreetwiseLocal
SupernaturalSpellcraft, Arcana, The Planes
TacticsProfession
TechnologyArchitecture and Engineering
Theology and PhilosophyReligion
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