I'm not sure who worked up the ultramicrolite20 rules (rycanada?) but I had mostly skipped over them until finally they caught my eye. I tweaked them a tad to give characters some depth, multiclass type ability and magic while bidding a fond ado to character levels. Each bump of a stat gives a character some ability, armor use, more spell casting, sneak attacks, cleaving, etc. I still have some empty spots, one under Strength and one under Dexterity, any ideas to fill them in?
"There are 3 stats - STR, DEX, and MIND. Share a total of five points between them; you can reduce one stat to -1 to get an extra point. These are your stat bonuses."
Code:
Stat Strength Dexterity Mind
-1 - - -
0 - - -
+1 Use a shield Use light armor Use scrolls/wands
+2 Use medium armor ? -5 per spell per day*
+3 Use heavy armor Use Dex for attacks -4 per spell per day*
+4 2 hits w/ 2h weapon Two attacks @ -2 -3 per spell per day*
+5 Cleave Sneak attack -2 per spell per day*
+6 ? Assassinate -1 per spell per day*
* See “Magic”, penalty to magic roll
Here's the blurb on magic...
Magic
Characters cast spells by drawing from the energy around them or by petitioning their god, then channeling this power through their body and releasing it as a spell. Spells take a toll on the caster and each additional spell cast that day suffers a cumulative penalty to the magic roll depending on the caster’s MIND stat. A character may rest for 8 hours to refresh.
To cast a spell a caster makes a magic roll, d20 + MIND bonus. Every 5 points of the magic roll adds 1 point of effect. For instance, a wandering priest wishes to cast a healing spell. He makes a magic roll and gets a 14 then adds his +2 MIND bonus = 16. So his healing spell would heal 3 hits. A spell will always have at least 1 point of effect if the magic roll is not 0 or below.
To attack an opponent with a spell the caster must beat the target’s armor class if making a physical attack, such as a magical flaming arrow. If making an attack on the opponent’s mind then the caster must beat the opponent’s d20 + MIND roll. If the character casts a spell that effects an area, such as a ball of fire targeting an empty square, he does not need to beat any opponent’s defense and anyone in the area may make a DEX roll to take no damage or partial damage. (GM’s discretion)
When a character casts a spell that affects an area, such as a ball of fire, the character must decide how to divide the magic roll between area and damage. For example, a mage casts a ball of fire with a d20 magic roll of 14 and his MIND bonus of +3 = 17. For every 5 points of the magic roll the mage may get 1 square radius of effect away from the target square at the cost of damage. He must decide if he wants 1 square radius of area affected away from the target square and his opponents to take 2 hits of damage, or, 2 squares radius of area affected away from the target square and 1 hit to each person caught in the area.
Make sense?
Pilsnerquest