Microlite20 : the smallest thing in gaming

greywulf said:
Personally I'd stear clear of it though, if only because the freedom of the system makes multiclassing largely redundant. If you want to play a spell-caster wielding a big ass axe, that's fine by the rules as they stand. The only thing stopping you right now is GM-imposed limits, cultural expectations and the knowledge that you'll Get Hit More Often by Things Bigger Than You......

If someone wanted to play a sneaky cleric (or any other combo), I'd let 'em provided they didn't mind a little GM balance meanness in return. It's only fair, after all. You're a Rogue AND a Cleric, so that's two characters, right?! :)

Hm. Gestalt. I like where that is heading ;)
 

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greywulf said:
Awwww heck. I just make the stats up on the spot if they're needed.

That was kind of the feeling I was having to begin with. Having thought it over a bit more, I think I'll leave the Monster List as it is. (Though, I have to say, the 'outwrestling a hobgoblin' thing was an in-game example from Sunday night...it was fresh on my mind when I needed an example. :) )

greywulf said:
As to why the Hit Points aren't consistent between Characters and Monsters, there's two reasons:
1) Because Monsters /aren't/ Characters. *SNIP*
2) Characters in the game are a special breed. *SNIP*

Exactly. That's why I just used the monsters as they existed in the SRD. Hit points, AC, and such were already listed.

Regards,
Darrell
 

llamatron2000 said:
...at the risk of opening up a can of worms here....what do you think of a multiclassing mechanic?

Something like...being able to multiclass every 5 levels. Start classes off with a +2 their skill at level 1, and giving them a +1 at every 5 level interval...and scaling class abilities by level?

Yes, I realize it adds complexity, but...it does open up avenues to better represent character concepts.

I don't see any reason for a new mechanic. The m20 rules are quite capable of multiclassing as they stand. In fact, one of my players is planning for his fighter to become a paladin. We're handling this by his taking a level of cleric when he reaches 3rd level.

I hate to sound like a broken record, but again, the beauty of Microlite20 is its free-form simplicity. The most complex character concept can be handled with ease by simply applying a bit of common sense. :)

Regards,
Darrell
 

GM fiat is my friend! If nothing else (and you didn't bring a Monster Manual with you), you can always do it like we did back in the ol' days of the White Box: grab 3d6 and roll the stat you need on the spot! :)

Agreed on Multiclassing. It's not my bag, but as long as the lines are clear on what levels go where, MC'ing is a piece of cake.
 

hate to sound like a broken record, but again, the beauty of Microlite20 is its free-form simplicity. The most complex character concept can be handled with ease by simply applying a bit of common sense.

HEY! Don't you dare use those words [common sense] on an open forum. Some one might accuse you of something!

[sorry couldn't resist]
Regards,
Walt
 

That's a very creative way to overcome a trap. I would have asked for a phys check to try and climb out using the spikes as handholds.

I keep trying to come up with ways to show how minmaxing would break multiclassing, but everything is so simple, it doesn't seem to happen. My only fear is a level one rogue going into any other class is better than a straight rogue, but then it's also sub-optimal compared to a straight whatever you just multied into, so I guess it's still balanced. The other thing I keep bumping into is that if its fun, what does it matter if its power-gamey; the simple rules have minimized combat to the point that that emphasis isn't really there anyway.

What I like most about m20 is that, unlike standard DnD, you don't need to worry that the classes don't emulate a character concept properly; because, with the classes all being so mechanically similar, character concept is almost fully an rping destinction. As an example, you could just as easily build Drizzt Do'urden as any one of the four base classes and they would still pretty much emulate what he could do in the novels.

Has anyone put together a non-pocket-mod version of an m20 adventure, I want the one I'm working on to follow a basic layout that matches what's already been "published."
 

DJCupboard said:
That's a very creative way to overcome a trap. I would have asked for a phys check to try and climb out using the spikes as handholds.

He tried that, and kept impaling himself on all the other spikes, taking another d4 of damage. A few tries of that (at 1st level) and the player decided to stop trying. I love evil traps, me.

I'm a GM. I drive a Fiat. Says everything, really :)
 

DJCupboard said:
Has anyone put together a non-pocket-mod version of an m20 adventure, I want the one I'm working on to follow a basic layout that matches what's already been "published."

http://arthur.jfmi.net/m20/adv/TombOfMightyMadness
http://arthur.jfmi.net/m20/adv/GoblinHoard
http://arthur.jfmi.net/m20/adv/FonkinTheGnome

First, I played with http://www.aarg.net/~minam/dungeon.cgi and http://www.bin.sh/gaming/tools/dungeon.cgi to find a dungeon that I liked. Then, I saved the entire webpage into a directory. Then I had to edit the HTML to increase the fonts, clean it up, and add additional stuff at the end. Then I printed it to a file (its PostScript), ran ps2pdf, then to PocketMod. All to easy.
 
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I see that my buddy Meepo has been holding out a beautiful gem from me. ;)

IMO, this in one of the best implimentations of the open gaming license yet, along with OSRIC and BFRPG.

When I was a 3e player, I would over and over again, try countless times to create a rule lite version of d20 such as this. I fact, many of my notes were pretty close to identical to these rules. I just never had the discipline to finish it out. I wanted the D&D basic set to be more like this. As time went on I gravated back to Classic and Advanced, and most recently Original D&D. Microlite20 reminds me a lot of what I like about OD&D. Plain rules. Not tons of crunch, but just enough to make it work. Small spell lists with just enough text description to use, but not too much to overburden the player or GM, or to venture in rule lawyering.

What you guys have here is one amazing project.

A few comments,

For years I left CHA out of my d20 rules lite attempts. Now that I have gone back to OD&D, (in which Charisma is argruably the most important ability score) I can see its use. I am not lobbying for it to be included in the Microlite core. On the contrary, I actually like the core rules as they are now. But in the absence of CHA, I will have to make some kind of house rule for the morale and loyalty of men-at-arms and hirelings, and the monster reactions. I will somehow build it off Communication.

I love that spells are fueled by the charcater's essence. Awesome! It reminds me of Tunnels and Trolls, Dragon Warriors, and a host of other old school games that use such a concept.

I am undecided about turn undead.

I will have to read the books again, then I will have more feedback.
 

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