Microlite20 : the smallest thing in gaming

Satori

First Post
I've already started to tweak and modify the rule set.

This is what I've done so far:

Fighters add +1 to all attack and damage rolls every third level. They can wear any kind of armour and use shields. They have a +3 bonus to Physical.

Rogues can use light armour, one handed weapons melee and all ranged. They have a +3 bonus to Subterfuge, and are the only class that has access to this skill. If they attack an opponent before the opponent acts in a round, they add 1d4 x (level/2) damage to the first attack.

Mages wear no armour, and can only use weapons that do 1d6 or less. They can cast arcane spells, and gain a +3 bonus to Knowledge.

Clerics can wear light or medium armour, and can only use blunt weapons that do 1d6 or less. They can cast divine spells. They gain +3 bonus to Communication.

Hit Points = Max HD + STR bonus per level
HD: Fighter d10, Rogues d8, Casters d6

Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus.

Mage Categories:
-Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up)
-Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop
-Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Power Word, 8th-

(as you can see, I'm hardly halfway done)

---

I like my PCs to be VERY survivable, so I've added a bit to the player power curve.

Also, I HATE waiting for players to dig through spell compendiums...and I hate making players wait while I do so.

Hence, the re-tooling of magic.

There are no longer hundreds of spells...only spell types.

Players are instead given the option of customizing these spell types to their needs.

PC 1: I want to shoot a 3rd level fireball!
Me: You take 3 HP.

PC 2: I would really have a more "dark" vibe to my character, so I'm going to shoot a 3rd level negative energy blast.
Me: You take 3 HP.

For the none damage spells, certain types of effects will have a level minimum, and I'm still trying to work out how I'll separate AoE versus Single Target. Add 2 levels maybe? Subtract a level for single target? i.e. A 3rd level Single Target spell does 6d6 damage, but counts as a 2nd level spell for HP loss.
 

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greywulf

First Post
Very neat :)

Welcome to the microfarm, Satori. I love me my little baby Microlite too, and I'm just happy to share it around.

I like your micro-magic system in particular. Feel free to add it to the Macropedia!
 

Satori

First Post
Alright! I finally took a few minutes to finish my mini-magic system.

Casters get 8 + STR Bonus HP per level, spells cost 1 + level HP

Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus. Duration = 1 round/level or one encounter or one day (per DM).

Specialization: Casters may specialize in a single Category, lowering the HP cost by 1. They must then select another category that will be prohibited to them.

Mage Categories:
-Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up)
-Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop
-Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Banish, 8th-Dominate Monster, 9th-Power Work:Kill
-Summon: Same round action, summons 2 CR per spell level, creature acts on caster initiative.

Cleric Categories:
-Heal: Heal 2d8+Caster Level per Spell Level, 3rd-Restoration, 6th-Max HP, 7th-Resurrection. +2 Spell Level for Mass (all allies).
-Buff: +2 Attack/Damage/AC/Saves/Skills per Spell Level, +2 Spell level for Mass (all allies).
-Holy: Automatic hit, no save, Holy damage, inflicts 1d8 per caster level. Only affects Undead/Outsiders. Spell level = Number of Damage Dice/2 (rounded up).
-Create: Summon 50 GP worth of non-magic, non-living items per spell level.

---

This is a BARE BONES, basic spell system for casters. This is supposed to work as a skeleton for whatever type of caster a player wants. Of course, new schools can be created per DM and player.

The above is supposed to allow a player to customize their casting style in whatever manner they want WITHOUT having to create new spells/schools for specific niches.

Want a blast happy Evoker?
-Specialize in Damage, remove Charm, use Fire type for your Damage spells, give energy types to your Control spells, use elementals for your Summon spells.

Want a dark, creepy Necromancer?
-Specialize in Summon, remove Charm, use Negative type for your Damage spells, select Undead for your Summon spells, give necromantic flavor to your control (Wall of Bones, etc...)

Want a standard, heal-bot cleric?
-Specialize in Heal and remove Holy.

Want a Paladin style cleric?
-Specialize in Buff or Holy and remove Create.

---

Of course, some of this seems overpowered (Buff: +2 to everything per spell level?? ZOMG!), but I'll have to playtest it to see what works and what doesn't.

In particular, I'm curious as to how this will work in Play by Post...which tends to seriously lag under standard 3.x ED rules. I'm also SERIOUSLY interested in "Players Roll All Dice", which will require some playtesting as well.

Thanks again for putting this out there!
 




Nomad4life

First Post
I am greatly impressed with M20 so far, and I love the game design philosophy behind it: Ditch all the crap.

In theory, Microlite20 may be my favorite incarnation of D&D yet- it's got that old school vibe without all the old school wonkery. I won't know for certain until I actually play it, though.

Off and on, I've been working on a parody module called "Return to the Throne of the Pit of the Tomb of the Temple of the Lair of the Castle of Nostalgic Death." It's basically a nonsensical dungeon romp with intentionally baffling layout, encounters, puzzles, and room descriptions. The goal is to kill Mary Sue and throw The Evil Mcguffin into the Bottomless Plot Hole.

I was going to stat it up in 1E, but now I might just go ahead and do it in M20, if that's okay.

EDIT: If I stat it up in M20, I'll be re-introducing alignment into the game: Players can be Lawful Stupid, Stupid Evil, or True Stupid.
 
Last edited:

greywulf

First Post
Nomad4life said:
"Return to the Throne of the Pit of the Tomb of the Temple of the Lair of the Castle of Nostalgic Death."

Excellent!

I keep threatening to run an adventure called "Return to the Expedition" on my players, full of old jokes from D&D's past. The PC encounter a load of random monsters sat around a table playing cards. Yes, it's the Wandering Monster Table. You know the drill.

Problem is, they claim //every// adventure I run is like that :)
 

Satori

First Post
Nomad4life said:
I am greatly impressed with M20 so far, and I love the game design philosophy behind it: Ditch all the crap.

In theory, Microlite20 may be my favorite incarnation of D&D yet- it's got that old school vibe without all the old school wonkery. I won't know for certain until I actually play it, though.

Off and on, I've been working on a parody module called "Return to the Throne of the Pit of the Tomb of the Temple of the Lair of the Castle of Nostalgic Death." It's basically a nonsensical dungeon romp with intentionally baffling layout, encounters, puzzles, and room descriptions. The goal is to kill Mary Sue and throw The Evil Mcguffin into the Bottomless Plot Hole.

I was going to stat it up in 1E, but now I might just go ahead and do it in M20, if that's okay.

EDIT: If I stat it up in M20, I'll be re-introducing alignment into the game: Players can be Lawful Stupid, Stupid Evil, or True Stupid.

Holy crap, if you run that game PbP style, then I NEED to play in it :)

Come on! I'll even play a Chaotic Good Drow Ranger that dual-wields curved 10' poles!

:D
 


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