Jonathan Moyer wrote:I don't really know what it is about True20 feats and powers, but the players thought they were cooler than d20 spells. Even though a d20 wizard can augment himself and others, the player of the elven adept thought his Combat Sense arcana was cool. The player of the gnome liked Beast Link, too.
From my limited experience with the system (combing over the rules repeatedly, a few talks with other players, and a single Blue Rose
one-shot), I think the appeal of the True20 magic system is as follows (in no particular order):
* No arbitrary spell level charts
: Most powers are not directly tied to level, except relatively few powers that have prerequisites, and as a limit on how many you can take.
* No "slots per day" bookkeeping
: You can use a non-fatiguing power as often as you want, and a fatiguing power as often as you can make the save (or can spend Conviction to offset the penalties).
* Flexible powers
: Many powers allow several separate effects, so take the place of several d20 spells. Even those with pretty much just a single effect (like Cure) often replace multiple d20 spells--that one power simply scales up as you advance in level, obviating the need for minutely graded spells (cure A/B/C/etc. wounds
* You only have to choose the powers you want
: One gripe I and others have with d20 is the "all or nothing" side of class features--you can't swap an ability that doesn't fit your character concept for a more appropriate one. In True20, all those special abilities are translated into feats, and you can choose just the ones that truly fit your character. And this flexibility applies to more than just powers/arcana.
: The True20 system makes more logical sense than the d20 magic system, and has simpler rules. Also, it's much easier to explain how powers work in character
without the d20 gamespeak of levels, spell slots, etc.