First of all, with T20 you need one of the CoreBook from Wizard of the Coast, which brings up the price up if you don`t have one: may deter many to jump into RPG with T20. The fact that you have to get Yet Another book and at least skimm it for relevant parts (parts not detailed in T20) you might loose some more potential *new* player/GMOriginally posted by Reginald:
Exactly how many of you read a core rulebook thoroughly before playing a game?
Heck, even I have not gone through the entire T20 rulebook. I mean just now I started reading the psionics rules, and I have my book since November.
Is it safe to assume that this T20 game is strictly intended for experienced role-players, or can anyone off the street get into it without reading from cover to cover?
I'm curious as to what audience is this product aimed at?
If you`re at least mildly experienced you shouldn`t have much problem. I myself have over 15 years of RPG experience and choose to read T20 from cover to cover, albeit skipping *SOME* parts. If I`m going to be the GM, I hate it when the players knows more about the basics than me (even if you say it`s the GM Universe, when you say to players you`re playing D&D, they expect some basics to be almost identical to what they`re used.)
IMHO, you should have at least a clear understandings of the basics, else your game won`t be consistent from time to time, as you read new stuff and add it over time. I`ve had a GM like that, in the days of the AD&D Player`s Options. Each week we had the "Rule of the Week", a rule the GM just read/understood and decided we should try it. Lets say we suffered going back and forth on man rules: some weeks we could fire 3 arrows per turn, week after that 2, week 3 we used Trick Shots, week 4 the GM had banned these since they`re too powerfull (PC shooting 12 arrows in a turn) etc...
Simply Hell

SO, I really recommend at least skimming the rules to see what could apply to your campaign first, drill down on those and keep the others for later.