Microlite20 : the smallest thing in gaming

Alright I am changing agility and athletics back to physical: with the following change: subterfuge will pick up the reflex save. I dont know why I didnt think of this before.

I am still keeping the magic skill though. To shore up the special rules.
 

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About the small Weapon/Armor Idea ... I really like it 8D

Anyway I think there should be only three Weapon Categories:

Light (d6): good for two-Weapon Actions and easy to hide
Medium (d8): Swords and stuff ... still allows you to use a shield
Great (d12): Two Handed Weapons ... no Shield or second Weapon

I didn't see any reason for the heavy Weapons or did I overlook something?
 


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.
I'd go even further and make all weapons use the same die and general range of damage, similar to Lejendary Adventure. Perhaps the die used is determined by the attacker's size, rather than weapon type.

Small: d6
Medium (man-sized): d8
Large: d10
etc

Individual weapons could add a bonus to the damage based on type or use.
 

Baumi said:
I didn't see any reason for the heavy Weapons or did I overlook something?
Heavy weapons are for my fighter ability. 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 and is comparable to a fighter taking exotic weapon feat. Along with the physical skill = BAB. This gives the fighter both a bonus to hit and the potential for extra damage.

Also a note on weapons:
Double weapons would just be two light weapons stuck on the same weapons.
qaurterstaff, 2 bladed sword, double axe etc. all do d6/d6.

I dont like the size of the creature as base damage. because it steps away from d20. It is basically the same here though. strength is a flat bonus and the weapon is a random roll. In Lej Adv it is str random and weapon flat bonus. That is not needed here.
 

MeepoDM said:
Ideally, I would too. However in this case, I like the idea of it acting as a spell more. Giving the Cleric another ability (on top of access to decent armor & weapons + unlimited spellcasting) could potentially throw out the Class Balance as it stands currently. IMO, of course. :)

Personally, I prefer it as an ability; but not one exclusive to clerics. I made it an ability tied to belief in a deity. You have to believe, and you have to have a holy symbol. If you meet both those qualities, regardless of class, you can Turn Undead...as long as you're on good terms with the church. Violate one of your deity's edicts, act against your religion's beliefs, and your god yanks your ability to Turn until you gain absolution from/make restitution to the church.

Regards,
Darrell
 

MeepoDM said:
OK, I seriously like this idea!! Removing the critical ranges on the weapons list made many of them obsolete. This system really sums 'em up nicely and leaves the weapon choices a matter of visualization over what has the biggest dice for damage. The summary of armor is excellent as well, since removing skill penalties did the same thing.

It's an interesting take, but ranges (weapon/distance ranges, not crit ranges) are needed for ranged weapons. Maybe something like a full damage up to x ft., half damage at up to twice that distance, no damage beyond that distance.

I also like the idea of the +1/+2 shield variance. (Although tower shields might need to be taken into consideration. There's a bit of a difference between a shield strapped to your arm and a portable metal wall.)

This would make things a lot simpler, and the equipment list could become, basically, a price list only...allowing it to be made smaller, of course. ;)

Regards,
Darrell
 
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Darrell said:
It's an interesting take, but ranges (weapon/distance ranges, not crit ranges) are needed for ranged weapons. Maybe something like a full damage up to x ft., half damage at up to twice that distance, no damage beyond that distance.

I also like the idea of the +1/+2 shield variance.

This would make things a lot simpler, and the equipment list could become, basically, a price list only...allowing it to be made smaller, of course. ;)

Regards,
Darrell


Gentlegamer said:
I'd go even further and make all weapons use the same die and general range of damage, similar to Lejendary Adventure. Perhaps the die used is determined by the attacker's size, rather than weapon type.

Small: d6
Medium (man-sized): d8
Large: d10
etc

Individual weapons could add a bonus to the damage based on type or use.


Actually, thought about it, and this would defeat the purpose of Microlite20 being compatible with the d20 SRD. If we start varying too much, m20 will become something that its not meant to be. We should keep it as compatible with the primary SRD as possible.

Its a great idea, but I think its crossing the line.
 
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bytor4232 said:
Actually, thought about it, and this would defeat the purpose of Microlite20 being compatible with the d20 SRD. If we start varying too much, m20 will become something that its not meant to be. We should keep it as compatible with the primary SRD as possible.

Its a great idea, but I think its crossing the line.

I was just kinda thinkin' the same thing. The more we change from the d20 standard, the harder it will be to use d20/D&D material for gaming without hefty re-working.

The primary charm of m20 is that I can take our ruleset and pretty much use anything from WotC or the better 3rd-party publishers in my game while converting critter stats and everything on the fly.

If I'm gonna have to start in with heavy conversion, I might as well stick to D&D.

Regards,
Darrell
 

Darrell said:
It's an interesting take, but ranges (weapon/distance ranges, not crit ranges) are needed for ranged weapons. Maybe something like a full damage up to x ft., half damage at up to twice that distance, no damage beyond that distance.
Light ranged weapon: d4 (sling, hand crossbow) 10' ranged increment
Medium ranged weapon: d6 (short bow, crossbow) 20' ranged increment
Heavy ranged weapon: d8 (longbow, heavy crossbow) 30' ranged increment

Take -2 to hit for every range increment past the first.

Should weapons add str to damage? It should be simple. Yes or no without special bows etc. If they do that really hoses projectile weapons.

I suggest virtual strength for projectile weapons.
crossbow: 16 str (+3)
Poor firearm: 20 (+5)
Good firearm: 24 (+7)
Energy weapons: none...

Probably have to lower my modern weapons by a step or two to implement this rule.

It is a little complex. it might be easier to just say no ranged weapons add str to damage (even hurled weapons?).
 

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