Microlite20 : the smallest thing in gaming

Optional Rule 3: Pure Stat actions

Sometimes an action depends a great deal on a Stat, but doesn't really involve a character's learned skills. In that case, instead of adding a Stat and a Rank modifier, just add a Stat twice. So a Pure STR action is
STR+STR+d20 vs. Target.
 

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Pilsnerquest said:
Like this table, short snd sweet. How about something for a prone character or opponent.

Well, since PRATD (players roll all the dice) in Rank20, and NPCs just roll 10 you can do:

Code:
Prone   -4

For m20, you can say this covers both attacking and defending. Whoever's prone gets the penalty.
 
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Optional Rule 4: Named Cross-Class

Normally, Cross-class covers whatever Class doesn't. To make your character more defined, consider naming your character's "Cross-class." This is kind of what your character would be if he wasn't an adventurer. So one person's cross-class might be Fisherman, Farmer, Sailor, or Scribner.
 

rycanada said:
GMs treat NPCs like PCs that always roll 10.

This might be a problem, as in some situations it makes NPCs more powerful than PCs. For example, if an NPC's 10+bonus hits a PC, he *always* hits that PC, while in the same situation, a PC can miss. If you roll instead of having a set AC, you have the opposite problem, where NPC armor is more reliable.

If you give characters the ability to take 10, there must generally be symmetry between participants. That's why options like "players roll all dice" end up with the same number of dice rolls, but distribute them to different people/tasks.
 

Ah, but in Rank20 the PCs roll a defense action, while the NPC takes 10 on an attack action. AC isn't part of Rank20 (although it's still in m20).

So it's PC's roll vs. NPC's 10, no matter what. Taking 10 is not part of Rank20's core rules - and it won't be an option, either.

PCs win ties, though, so I admit that PCs have an edge in both attack and defense situations.
 

Magic Attack Bonus and Spell List

Odimax said:
Oh, wow! I just found the spell list on your site. Is that meant to be the full write ups for the spells?

Well, I think most people use the full spell list from the PHB if their players want it. If the players or DM are willing to play à la M20, then the smaller list will be enough. Just fudge the rest.

In my particular game, players can pick any ol' magic system they like as long as it imposes some sort of limits, and I will use the small list of spells you found to estimate what spell level the player's spell is going to be, or how many creatures will be affected. It's an excellent reality-check tool.

As for the magic attack bonus, I think I will go with Pilsnerquest's idea:

Pilsnerquest said:
I was blaffled by the magic attack bonus and finally just altered my rules to state it was used for physical spell attacks (since the mage is using his mind to control the magic arrow, missile, etc., not his dexterity) and the target uses their AC for defense. However, for mind attacks by a mage (fear, mirror image, etc.) we do use it, but, the target uses a d20+Level+Mind bonus as their defense to see through or overcome the effect.

This will enable mages to focus on their MIND stat. No more penalties for low STR or DEX if they're trying to touch their victims or trying to aim that ray.

Thus:

  • 1d20 + Magic Attack Bonus ≥ enemy AC for physical effects (touch, aim ray, throw balls)
  • 1d20 + Magic Attack Bonus vs. 1d20 + Level + MIND bonus as a saving throw for mental stuff, if appropriate at all (fear, sleep, charm, illusion)

This differs from standard D&D a bit: The above would mean no saving for half damage against fireballs. If you're hit you're hit and it will hurt. I actually think this makes more sense.

I also think that not all enemies should be allowed an automatic saving throw. Illusions will always be believed, unless there's a good reason to disbelieve (lack of sound, a wall where there used to be an aisle), charms will always succeed until the victim is forced to do something out of character, and so on.

What do you think?

As the semi-official mantainer of the "Core Rules Revised" page on the Macropedia, I really want to update and improve the rules.
 

rycanada said:
Ah, but in Rank20 the PCs roll a defense action, while the NPC takes 10 on an attack action. AC isn't part of Rank20 (although it's still in m20).

So it's PC's roll vs. NPC's 10, no matter what. Taking 10 is not part of Rank20's core rules - and it won't be an option, either.

PCs win ties, though, so I admit that PCs have an edge in both attack and defense situations.

I don't mean "take 10" in the sense of the formal rule. I mean that balance will skew if one group of characters (NPCs) is assumed to get a 10 and another isn't. It doesn't really matter where you assign that 10 -- you'll have scenarios arise where it skews resolution.

For example, if the PC has an attack bonus of +5 and the NPC has a defense bonus of +15, the PC only hits the NPC on a natural 20 (the NPCs roll of 10 gives him a defense of 25), while of the NPC rolled defense like a PC the PC's chance of hitting actually increases, since it is possible that the NPC might roll as low as 16. Meanwhile, assuming natural 20 always hits, the PC's chance of hitting never gets *worse* than 5%, even iof the NPC was given a roll and got a 20 (for a total 35).

In this scenario, even though you might think just using 10 would be fine, as you can see, it actually has a significant effect, as 20% of the NPC's possible defense roll results (1-4 on 1d20) could at least double the PC's chance to hit.

Remember: Don't fall for the trap that an average result is equivalent to a random roll. There's a reason why Take 10 works the way it does in the SRD. You need to have symmetry on random results unless you're specifically planning to alter the chances for characters. You'll note that D&D's suggestions for loading all dice rolls onto players or DMs never actually gets *rid of* a dice rolling procedure. Instead it just reverses the onus of a static DC from attack roll to AC, or from the player to the challenge.
 

I'm not falling for a trap. Take a look at how AC works in D&D and you'll figure it out. One side rolls, the other side doesn't - they treat it as 10 (or thereabouts, who wins ties notwithstanding). I just made it that the rolling is always on the PC's side.
 

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