Microlite20 : the smallest thing in gaming

Sadrik said:
I agree feature creep is unneeded for this game. But further simplification or definition is definitely wanted/needed.

Weapons
Unarmed weapon: d4 (dagger, spiked gauntlet)
Light weapon: d6 (short sword, rapier, saber, scimitar, light mace, club)
Medium weapon: d8 (longsword, battle axe, warhammer, morning star)
Heavy weapon: d10 (bastard sword, war axe, war club, heavy mace)
Great weapon: d12 (greatclub, great sword, great axe)

Light ranged weapon: d4 (sling, hand crossbow)
Medium ranged weapon: d6 (short bow, crossbow)
Heavy ranged weapon: d8 (longbow, heavy crossbow)

This should be in these game rules.

No specific weapons that bog down and have special cases.

short sword is fundamentally just a light weapon that does 1d6. How you describe the weapon is up to the player or DM.

I really like your idea! This could be folded into the main game, maby? I don't think it would fit into the PocketMod, but I could try.

Sadrik said:
Armor
Light armor: +2 AC (leather, studded leather, chain shirt)
Medium armor: +5 AC (chain mail, breast plate)
Heavy armor: +8 AC (plate mail, banded mail, splint mail)
Shield: +2 AC (covers all shields)

One suggestion would be to split the shields into Shield and Heavy Shield. Make the Shield +1 and the Heavy Shield +2.
 

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Modern Weapons in the same format as my previous post

Modern Weapons
Light pistol 1d8
Heavy pistol 1d10
Light rifle 1d10
Heavy rifle 1d12
Shotgun 3d6
Light submachine gun 1d8
Heavy submachine gun 1d10
Light machine gun 1d10
Heavy machine gun 1d12
Grenade 3d6
Bomb 4d6+

Sci-fi Weapons
Light energy pistol 2d6
Heavy energy pistol 3d6
Light energy rifle 3d6
Heavy energy rifle 4d6
Light energy submachine gun 2d6
Heavy energy submachine gun 3d6
Light energy machine gun 3d6
Heavy energy machine gun 4d6
Energy grenade 5d6
Energy bomb 6d6+
 

Sadrik said:
That is why I suggested the wizard's DC add like this:
10 + wizard level (20) + MIND (+5) = 35
At least that is a little more difficult for the fighter to deal with.

Ah. I see - we're both agreeing about the same thing :) That's what I do automatically, and have done since D&D came out. You're right. I /really/ need that spelled out (pardon the pun) in Microlite20. Save DC for all spells is 10 + CASTER LEVEL + MIND. Yep. We agree. Totally.

The simplified weapon stats are excellent. I'll put the fantasy weapons into Core and you drop the Modern/Sci-Fi into Microlite20 Modern. I'll include Shields/Heavy Shields as +1 and +2 AC resp.

Meepo, I agree about Clerics getting a too much of a good deal if we include Turn Undead as another ability. The more I think about it the more I'm inclined to make it cost HP as per a spell rather than having a number of "free" uses per day. As I originally planned. Gah! :) Again, it ties in with M20's philosophy of choice too. Do you want lots of Turn Undead, lots of spells or lots of HP. Choices, choices.........

Right. I'm off to game. See y'all laters.
 

Man you guys think of everything! This is probably one of the best grass roots projects I have seen in a while. Now all that is left is to translate this into other languages. I am currently working on the Canadian Version!

Regards,
Walt
 

kroh said:
Man you guys think of everything! This is probably one of the best grass roots projects I have seen in a while. Now all that is left is to translate this into other languages. I am currently working on the Canadian Version!

That's easy. Take out the Combat section.

/runs and ducks! :) :) :)
 

So, my fighter weapon specialization ability allows the fighter to use heavy weapons in 1 hand and also gives them the ability to use great weapons. Other classes use heavy weapons as their 2-handed weapons. It gives the warrior a nice little boost equipment wise. Because personally I dont like the +1 to attack and damage every 5 levels.

Also, if you want to simplify further. Use the Physical skill as BAB then the warrior gets a nice fat +3 to hit from the get go. Add STR for melee, DEX for ranged combat, and MIND for magic attacks. Extremely simple and further defines and like I said it also simplifies. No need to explain BAB, just make a physical skill check.

(Of course in my version, I will use athletics skill to hit for melee and agility skill to hit for ranged. This will make rogues excellent ranged attack combatants.)

Using this rule, makes me want to go back to just the physical skill and drop agility and athletics.
 



I think you guys should go back and look at my .pdf. All these ideas are in there plus others. I think when I explain them all they make more sense.

On that note: fighting with two weapons should be the choice of the combatant. And not allowable for only rogues and fighters. I can totally envision a wizard wanting to fight with both ends of his staff. And the DM tells the player, "You cant do that?" Player says, "Why" DM says, "Because its in the rules????" Drop that blurb.

Along the same lines the weapon finesse for rogues and fighters should also go.
 

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