Microlite20 : the smallest thing in gaming

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.

On that note, without adding back in critical ranges, what makes one weapon different from another? Why use a Scimitar when a Longsword (same cost, same class of weapon, but better damage) is better? Should criticals be put back in? Does it matter at all?

This "Class" based damage (in a sense) kind of fixes that problem. Otherwise every Shield armed Fighter might as well just buy a Dwarven Waraxe until they find a Magical Weapon. It's more "house-ruley" than SRD, but does it disrupt things much?
 

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If it were up to me, I would leave the equipment as is. I want to stay as close to D&D as possible, and like Darryl said, if you get too many rules or change too much stuff, you might as well stay with D&D.
 

bytor4232 said:
If it were up to me, I would leave the equipment as is. I want to stay as close to D&D as possible, and like Darryl said, if you get too many rules or change too much stuff, you might as well stay with D&D.

When you say "as is", do you mean per the PHB/SRD or the M20 Equipment list?
 


It is, but the Critical Hit system was changed to a straight out 20/max damage instead of a variable system (18-20/x3 etc.) making all weapons useful in their own respects. So things have been changed already.
 

MeepoDM said:
On that note, without adding back in critical ranges, what makes one weapon different from another? Why use a Scimitar when a Longsword (same cost, same class of weapon, but better damage) is better? Should criticals be put back in? Does it matter at all?

This "Class" based damage (in a sense) kind of fixes that problem. Otherwise every Shield armed Fighter might as well just buy a Dwarven Waraxe until they find a Magical Weapon. It's more "house-ruley" than SRD, but does it disrupt things much?

In my game, I have put d20 crits back in (well...to an extent--see my 'house rules' document earlier in the thread for details). I just prefer a natural 20 being a possible critical, rather than it being automatic.

Why use a scimitar when you can use a longsword? I don't know. Maybe you can't use a longsword. Maybe the 'longsword,' as such, doesn't exist in your world. Who's to say every weapon in the list has to exist in your game? Or, maybe the scimitar is just more common, and you can't find a longsword in the area your character lives in. If you're gonna run a campaign with an 'Arabian Adventures' theme, the scimitar may well be a weapon of choice. (It's equally possible that the Dwarven Waraxe your human fighter just bought amounts to a 'kick me' sign in the hands of a non-dwarf.) I've always looked at the D&D/d20 Equipment Lists as suggestions, not hard-and-fast rules.

Regards,
Darrell
 

bytor4232 said:
The m20 Equipment list. Thats taken directly from the d20 SRD, I do believe.

Yep. :)

Taken from d20 and trimmed down (much like greywulf's original m20 document began).

That's the underlying beauty of m20. It's the game we've been playing all along, just simpler.

Regards,
Darrell

By the way...this thread is now 9 pages long. That's longer than m20 and all its supplements combined (not countin' the Modern stuff).
 

Love the ideas folks are throwing around for Modern. Here's what I'll do:

I purposely left out magic to keep the base "real world." Folks could do like One-Page Supplements for "non-real" world campaigns (like Shadow Chasers or a home-brew version of Urban Arcana) and such that adds on Races, Magic, and Monsters (notice they where left out also). I think what I'll do is add-on a paragraph on how to incorporate magic-using Occupations. I'm working on a seperate Menances supplement and will add-in monsters from the SRD there.

The idea for saving room by having one paragraph saying what remains the same as Core Rules is a good idea. Also allows for adding in material like mentioned above.

And I'll certainly add a weapons list. I think I'll do something like what Sadrik suggests and keep it within Modern SRD as much as possible.

I'll update again and post it soon.
 

My only point was that the true SRD weapon lists, with variable stats for Critical Hits, offers different reasons for any weapon to be used. Personally, I could care less, but I can see it making a big deal for some folks. I'm used to OD&D where all weapons do 1d6, period, so the m20 list as it stands currently is no big deal and I'll continue to use it as such unless Greywulf decides to change it.
 

I think the simplified weapons list in no way limits the playability. It is definitely not a conversion nightmare- where you might as well play d&d core. But I would suggest using this for the base game and then adding the more detailed weapons rules to the UA supplement.

Weapon costs can be listed at minimum costs.
Melee Weapons
Unarmed: d4 1gp
Light: d6 5gp
Medium: d8 15gp
Heavy: d10 25gp
Great: d12 50gp
Ranged weapons
Light: d8 R 10' 15gp
Medium: d10 R 20' 25gp
Heavy: d12 R 30' 50gp
Armor
Light: +2 AC 10gp
Medium: +5 AC 100gp
Heavy: +8 AC 1000gp
Shield
Light: +1 AC 15gp
Heavy: +2 AC 25gp

(note: I upped the ranged weapon damage because they never add a str bonus)
 

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