Microlite20 : the smallest thing in gaming

Hey greywulf, is there room in the macropedia for some tables of modifiers? They're sort of the meat and potatoes for when you want your players to be able to have tactical options but your players need to see some numbers to really think those through.

The following modifiers can be used in a variety of situations:

i.e.:
Surprise +4
Higher Ground +1
Charging mount +2
Better footing +1

Multiple opponents (disorganized):
2 +2
5 +4
10 +6
25 +8
50 +10

Multiple opponents (organized):
2 +2
3 +3
4 +4
5 +5
7 +7
10 +10
 

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You wish is my command. Don't try to think about that sentence in D&D terms, it'll make your brain hurt.

I've added a page for TacticalModifiers to the Macropedia and dropped them in.

Anyone, feel free to hit this "Edit this page" link at the bottom of the page and add your own too. Same for any page up there. Add content! Change stuff! Improve things! I won't mind at all, really and honest :D
 

Hm, I think I made a mistake, then. When my magic user wanted to "cause fear" (which I decided to treat like a sleep spell) when attacked, I made him roll against DC 10 + spell level in order to cast the spell. Instead, I should have let the spell succeed, and have each rogue roll against DC 10 + spell level to resist... Argh!
 
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Hey guys,

I'm not sure if this is the place to post this, but...

I'm checking out your Microlite 20 game, and it looks really cool. I love your implementation of races and classes.


One thing I'd like to see:

Small spell lists for both divine and arcane magic, featuring spells that have smaller write-ups and quicker and easier to use.

Ideally, I'd like to be able to play the whole game with just the 2-page core rules, and another page with spells on it. That probably wasn't really your goal with the game, but it's just something I'd like to see.


I haven't read all the posts in this thread, so I apologize if I'm missing some stuff.

Anyway, just wanted to drop you a line and let you know I appreciate your work on Microlite 20, while giving you some feedback. I'm not sure if I will ever actually play a game with this system, but I'm definitely intrigued by it. I like the old school fantasy feel it has. :)

Edit: Oh, wow! I just found the spell list on your site. Is that meant to be the full write ups for the spells?
 
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Think I speak for all of us when I say thanks for the praise!

We're kinda poud of Microlite20 (and it's little brother, ultramicrolite20) in all it's diminutive beauty. Pocketmods are the future, you know.

When it comes to spells, either use the Spell Lists as provided on the downloads page, use the SRD, your own PHB or spells from anything else you have to hand. The spells lists on the site list the SRD spells that are of most use in a rules-lite system, but no one is going to hit you over the head if you use different ones. Least of all me :)

I'm going to start converting WikiDungeons over to Microlite20 soon, and will be calling for playtesters and adventure writers. Give me a few weeks though as I've also a huge website to build and that's likely to get in the way of funstuff for a while. Consider this a heads-up.

And I still want more Critters !

UPDATE: I've added more Critters:

maxiff
HD10 (84hp), AC23, Natural +12 (2d6+5)

A very, very large mastiff. Very large. It’s head is three times the size of yours, and it’s jaw could rest on your head while standing. Bred by giants as guard dogs, but sometimes found in the wild where pools of their saliva are sometimes mistaken for large puddles. Their breath smells awful.

tepeing
HD1 (7hp), AC11, By weapon +3 (1d10+2)

A thin organge skinned humanoid barbarian race from the outer planes. They wield greatswords and wear still-living furs of some unknown creature that growl and snap at foes in combat.

thozzive
HD8 (52hp), AC22, Natural +9 (2d4+4)

Thozzives are the equivalent of giant snails from the elemental plane of Earth. They move slowly though soil leaving only their slime in passing. This eventually becomes veins of silver lacing the rock. Dwarves have been known to breed thozzives to re-seed silver mines with some success. They attack rarely, by sliding over their opponents with their rock-encrusted bodies.

lownment
HD1 (6hp), AC12, By weapon +1 (1d4+5)

A living lawn ornament. They look much like pottery garden gnomes and attack with their little fishing rods and garden implements. They are constructs originally given life by now forgotten magic, and multiply by an unknown method on nights when the sky is clear. A single lownment can become hundreds in a matter of days. Lownments are hated by real Gnomes who try to smash them into little pieces on sight.
 
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m20 (and all it's derivations, alterations, and iterations) is quickly becoming my favorite game system.

I positively devoured this thread, and I made a special place in my /GAMES folder for such received wisdom as RANK20 and Sadrik's Equipment Rules.

Thanks guys, for doing the work I've been too busy (and frankly, too lazy) to undertake myself, and for breaking me out of my gaming doldrums.

Until then,
Make Mine Micro!
 

Rank20: Ultralite

You have 3 stats: STR, DEX and INT. Stats range from 1-6.
You have a Rank. Characters start with a Rank of 4, and have three Rank modifiers:
Class (=Rank): This modifier is used when the action you take is something your class is good at.
Cross-Class (=Rank/2): This modifier is used when the action is outside your class but still something your character can do.
Prestige Class (=Rank+2): This modifier is used if you have specialized in something. Not for starting characters.

Choose a Class: Warrior, Expert, or Adept.
Warriors attack and defend with weapons and armor.
Experts use light armor and light weapons, and use skills.
Adepts use magic.

When you make an action, you add a stat and one of your Rank modifiers, roll a d20, and try to beat a Target number set by the GM. GMs treat NPCs like PCs that always roll 10.

In combat, every turn you can make 1 roll and move. If you take as many hits as your STR, you fall unconscious. See the Tactical Tables to get some ideas for what you can do in combat.

If your character learns from his experiences and improves his abilities, your Rank can increase. If your character learns things outside of his class, the GM may let him change that class (eg. from Warrior to Gladiator). If your character really wants to specialize in something, talk to your GM about a Prestige Class. Usually you have to skip gaining Rank to gain a Prestige Class, and a Prestige Class is more specific than a Class.

Magic

Only Adepts can use magic, although others can learn specific kinds of magic later on (GM's discretion). Usually other characters only learn how to use magic cross-classed.

A caster can cast a spell a number of times per day equal to the Rank modifier they use for casting. So a Rank 4 Adept can cast 4 spells per day. To cast a spell, the caster rolls d20 + INT + Rank Modifier. The basic spell does 1 hit to a target that is close by. More powerful spells are harder to cast - see the Tactical Tables for ideas for other things you can do with magic.


Rank20: Ultralite Tactical Tables

The following modifiers can be used in a variety of situations:

Code:
Deal an extra hit -4

[U]Attacking with Gear[/U]
Simple           +2
Martial          +4
Light            -1
Masterwork       +2
Magical          +2


Code:
[U]Defending with Gear[/U]
Shield           +1
Light Armor      +1
Heavy Armor      +3
Masterwork       +2
Magical          +2


Code:
[U]Situations[/U]
Surprise          +4
Higher Ground     +1
Charging mount    +2
Better footing    +1

Code:
[U]Disorganized opponents[/U]
# of opponents    Penalty to you
2                     -2
5                     -4
10                    -6
25                    -8
50                    -10

Code:
[U]Organized Opponents[/U]
# of opponents    Penalty to you
2                     -2
3                     -3
4                     -4
5                     -5
7                     -7
10                    -10

Code:
[U]Range[/U]
Range            Penalty
Past  30 feet        -2
Past  60 feet        -4
Past  90 feet        -6
Past 120 feet        -8
Past 150 feet        -10

Code:
[U]Magic-Specific[/U]
Do not deal a hit                 +2
Raise/lower a stat by 1*          -2
Per 2 rounds of duration          -5
Heal a hit                        -4
Per 30 ft of line area of effect  -2
Per 5 ft of radius area of effect -2
Per 15 ft of cone area of effect  -2

*Spell must have a duration

If the GM determines a spell must have a duration (i.e. a buff spell), the duration modifier is -2 instead of -5.


Optional Rule 1: Reserve

There is a 4th Stat called WIL.

You have a Reserve equal to your Rank plus WIL. You spend it as below.

Code:
Action                             Cost
Add 1d6 to a check	            1 
Add 2d6 to a check                  2
Remove 1 hit                        1
Take an extra action on your turn   2
Cast a spell                        1
If you use Reserve, spells are limited by use of Reserve, not Rank.
 
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Optional Rule 2: Character Balancing
(This example assumes you are using Reserve and the WIL stat)

When you create a character, roll 1d6 for each stat. Then total up the stats, and compare with the other players. The character with the highest total is Rank 4. For every 4 points below that character, other characters get an extra Rank. For example, if Axan is 4,5,4,6 (total 19) but his friend Dolmar is 2,2,3,3 (total 10), Dolmar starts at Rank 6 instead of Rank 4.

(If you aren't using the WIL stat, for every 3 points below the highest character add a Rank).
 


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