Microlite20 : the smallest thing in gaming

greywulf said:
Ok, you asked for it. Here's Big Shiny version 0.1 (148k pdf) AKA "I told you it was empty".

OK, love the "Big Shiny PDF", wulf! Thought I might take a stab at stating up the SRD Monsters. Have a few questions:

How should we stat monsters that come with stats for various sizes? Give the "smallest" and let the GM use Monster Adjustment to advance them? That doesn't seem like the best way, give the stats for a wyrmling Gold Dragon just doesn't seem to capture the beast as it should be listed.

What about the description. Should we use the SRD listed one or make up my own?

For F.Y.I., here are some examples of what I've got so far written exactly like they are in the SRD:

CENTAUR

HD4d8+8 (26 hp), AC14, By Weapon +7 melee/+5 ranged

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.

CHIMERA

HD9d10+27 (76 hp), AC19, Natural +12 melee (2d6+4), Breath Weapon (type by color of dragon head, once every 1d4 rounds, deals 3d8 damage, and DC 17 Phys + DEX save for half damage)

A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.

COCKATRICE

HD5d10 (27 hp), AC14, Natural +9 melee (1d4–2 plus petrification, DC 12 Phys + STR save)

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
 

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Surprise

jezter6 said:
If you don't get to go twice in a row, it's really not surprise at all, unless you use special rules that you lose DEX to AC during surprise rounds.

Good point. How about this new proposal: "Everyone can do one thing each turn; move, attack, cast a spell, etc. Both groups roll 1d20 + highest DEX bonus to see who goes first. Alternate between both groups from then on. When surprising your enemies, you get an extra round before regular combat starts."
 

Bretbo said:
How should we stat monsters that come with stats for various sizes? Give the "smallest" and let the GM use Monster Adjustment to advance them? That doesn't seem like the best way, give the stats for a wyrmling Gold Dragon just doesn't seem to capture the beast as it should be listed.

What about the description. Should we use the SRD listed one or make up my own?

Bretbo, thanks for the feeback. Your monsters look just fine to me; keep the stats to a minimum and concentrate on the descriptive text. That works best :)

When it comes to monsters of varying sizes/ages, follow this rule: stat what you need. If you want a dragon the size of a large horse, then that sounds about 5HD to me, a young whelp of a thing out to cause trouble with some farmer's sheep. Twice the size makes it 10HD, and so on. Get a feel for the HD based on what you need for the adventure. You might end up with something at great variance to the SRD but that doesn't matter so long as you're having fun and it works for you.

I'd stat that Dragon with good STR and DEX, but average MIND. It's not dumb, not it's none too start either.

Something like this maybe:
Whelp Dragon, 5HD (40hp), AC17, Bite +9, 1d8+4 or Breath 3d6, DC15 phys+DEX for half.

I'll guarantee that's not like any Dragon in the SRD, but it's good enough for a game and an appropriate challenge for a low-level party facing their first Dragon. Until mummy comes along, of course :)

Microlite20 is all about making the decisions simple so you can make them without resorting to some big rule book.

Ok, it's all about making the decisions simple, and having fun.

No, it's all about making the decisions simple, and having fun and keeping the rules as small as possible.

Ha! No one expects the Spanish Inquisition!
 

I don't have time to elaborate on the initiative thingy right now. But I will. Something similar to rolling a tie under old D&D is what comes to my mind. Pretty much everyone rolls for combat, and all damage and effects are applied to all foes. Surprise is a full round unopposed.
 

Spanish Inquisition

HD3d8 (13 hp), AC15, Attack (Comfy Chair 1d2-2), Fear DC 10 Know + MIND save, Always gets surprise (Always wastes surprise round attempting to cause fear). Ruthless Efficiency (Awe effect DC 5) and an almost fanatical devotion to the pope (as Bless, but only 1 in 6 chance of success. Otherwise, they'll come in again.)
 


I think I'm going to retract my last proposal which had one unopposed round for the surprising side. When it happened to them, my players always hated it and started arguing why it was practically impossible to be surprised right now. In order to cut down on non-quality-time spent at the table, I think going without surprise is better. Instead, to still allow for gruesome ambushing, I will rule that the surprising side goes first, and if the other side is unprepared, they'll be spending their first round readying their weapons, so that if the players actually spent time and creative energy in setting up an ambush, they will get two attacks in a row.
 

Very Simple Initiative:

When combat begins, each side rolls for who goes first. The side that wins goes first. Combat then alternates between sides.

If one side is surprised, the side with the advantage doesn't have to roll initiative - they automatically go first. They also get +4 to any actions they take before their enemy's turn. If individuals on the "surprised" side aren't surprised, then the enemy does not get the +4 benefit against those characters. Combat then alternates between sides.

I like this rule because I find it plays nicer to have Player-player-player-DM, player-player-player DM. At the table you aren't interrupting players as the "party" tries to do something cool.
 

I don't remember back in previous posts, but has anyone checked the balance of the classes? Seems like since everyone gets the same relative BAB (level) except the fighter which only gets +5 more over 20 levels, and same hit points, is there a reason NOT to be a wizard outside the ability to wear armor?


Edit: Changed to 20 levels. I originally said over 2 levels...
 
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I don't remember back in previous posts, but has anyone checked the balance of the classes? Seems like since everyone gets the same relative BAB (level) except the fighter which only gets +5 more over 2 levels, and same hit points, is there a reason NOT to be a wizard outside the ability to wear armor?

Well, any GM worth his/her salt isn't going to let, I mean have, a player reach anywhere near 20th level.

bwah hah ha...

...that is a good point though.

Pilsnerquest
 
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