Nomad4life said:
D20 Microlite became our new "official" default D&D game over the holidays.
It's been mine for a while now.
Welcome t' the club.
Nomad4life said:
At first everyone seemed to think of the game as a "cute" novelty item worth playing once or twice to re-live 1E nostalgia. However, once things got rolling, we couldn't make ourselves stop! ...[SNIP]... but the rest of us thought that the game ran much better and faster without them.
My experience, as well. We find m20's speed and free-form style suit us much better than rules-heavy games.
[SNIP]
Nomad4life said:
-Any character can equip any weapon or armor. However, non-fighters cannot use their class abilities while wearing armor incompatible with their class. In some situations, this is worth it. In others, it isn't.
I can see that. I rather like it.
[SNIP]
Nomad4life said:
-There are no DR, SR, or "can only be struck by X" defenses. These slow the game down, and are already abstractly represented by hit points anyway.
I can see this to an extent, but I can also see a use for spell resistant critters, and things like werewolves only being hurt by silver weapons are kind of ultra-traditional. I think it'd be better to drop such things to a bare minimum, but keep 'em around for special occasions.
Nomad4life said:
-To keep things simple, monsters can have ONE special ability (a troll regenerates, a dragon has a breath attack, a medusa has stonegaze, etc…) Having a special ability adds 1 to the creature's HD for the purposes of determining experience points or treasure.
I like this, too, but have some reservations. Maybe some monsters should have an additional power or two; say, breath weapon and dragonfear for dragons, or something like that.
For myself, I'm thinking about ritual magic lately. Instead of having magic item creation and high-level magic (raising the dead, communing with a deity, etc.) as 'spells,' make them ritual magic.
In order to accomplish the effect, you'd need several things:
- must gain access to the correct ritual formula (from a church or a high-level wizard)
- must purchase or obtain any necessary items or assistance (possibly including a certain number of other spellcasters, at the DM's option)
- must complete a number of successful ability checks in order to be successful in the rite (the number being determined by the DM)
For example: Enchanting a sword to a +1 bonus might require the enchantment ritual (obtained from a fellow mage), a masterwork sword, the assistance of at least one other mage, and two successful Knowledge + MIND checks.
What do you all think?
Regards,
Darrell