Microlite20 : the smallest thing in gaming

Wulf,

Thanks for stepping in. I apologize if it sounded like I was attacking the system.
As for the BAB argument, you did hit it right on the head. Yes, there is no BAB term, but effectively, it is +1/level for all classes.

How'd you get a lvl 1 fighter with +6/+1 with STR 18?

I understand that we are able to houserule, and I guess you like your system enough as is. Good luck with it, and I hope it does for you what you want. However, I think it's gotten so lite as to be nigh unplayable for my needs. I'll continue to watch and check out some of the macropedia entries, however.
 

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Initiative

greywulf said:
Taking another step back, Microlite20 isn't designed to be the perfect system for all levels of play. It's designed to be small, rules lite and mostly d20 compliant.

I like your attitude! ;)

greywulf said:
Attack in attack bonus order instead of initiative order.

I like it! It takes care of DEX bonus automatically, if and only if you fight with a light weapon! :)

Last session I started running the game without a screen, so my players saw what I rolled and were able to peek at my HP notes and the like if they wanted to. I no longer keep the attack bonus of the monsters a secret.

I'll have to see how it feels in terms of confusion. It would mean a "counting down" of attack boni. Perhaps it will work since I basically only need to compare the player's attack boni when looking at one of the critter's boni.

"Ok, my devil here has Glaive+9. Any attack boni higher than that? Ok, the devil goes first! Harr harr harr..."

The exact order of players above or below doesn't really matter, so in practice it might be very easy to handle.

I think I'll add this rule to my NoInitiative page, and I'll playtest it tomorrow evening.
 


jezter6 said:
Thanks for stepping in. I apologize if it sounded like I was attacking the system.

And none inferred :) Debate is good my friend, especially when it's about stuff we all agree is fun.

jezter6 said:
How'd you get a lvl 1 fighter with +6/+1 with STR 18?

+4 for STR 18, +1 for 1st level, +1 for being a Fighter (+1 damage too) = +6, so they get an additional attack at +1.

jezter6 said:
However, I think it's gotten so lite as to be nigh unplayable for my needs.

That's cool too. I wouldn't want to play Microlite20 all the time; sometimes we want a small, lite system that doesn't get in the way of the role-playing. That's where Microlite20 comes in. Other times we want rules, options, Prestige Classes, feats and a whole gamut of cool RPG coolness. That's when we play D&D, d20 Modern, Traveller, HERO, Rolemaster, WFRP or whatever else suits the game at hand.

I'm interested to know what's missing for you. You never know, maybe we could add it in :)
 


Sorry for the delay guys. Been tooooo busy.

If I were to remove initiative, my combat would run something like this.

All combat is chaotic and simultanious. Aside from the exceptions below, all damage is inflicted to all parties each round.

1. Missile weapons will hit charging / closing foes first before they are within striking distance. After that, normal melee occurs if threatened. Otherwise missile fire can continue.
2. Reach weapons hit a charging / closing opponent first on the first round of engagement. Next round is normal melee combat.
3. Spells inflict damage or take effect in the midst of the round. DC increases if caster is within striking distance of foe to simulate "spell interuption."

I have to play this out a few times to iron out the kinks.
 
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I love the phrase "iron out the kinks". It puts an image in my mind of the iconic '60s boy band (better than the beatles, IMHO) being steam pressed. It's going to take a while to shake that mental picture now :D

My laptop decided to chew through the hard drive overnight, so I'm going to revive it with a nice cup of re-installed Linux today. That's going to put Big Shiny a day behind schedule (sorry folks), but it's long overdue anyhow. I collect binary clutter, so a clean sweep is a good thing now and then. Hard drive crashes are God's way of telling you to clean up, I guess.

(Yep, Linux disk-crashes too. It's a hardware stoopid power management thing that did it during a write. I've run fsck, got loads of lost+found files that I could put back in place, but a re-install is quicker in the long run. So I'm in XP now, which feels like eating a slice of dry bread then you want a four course meal. Ah well.)

I had planned to start on the playtest notes later today too, so I'll ask a question instead.

What format for the playtest notes would be of most use to you?

We've got characters stated out in a big table for all levels 1-10, 15, and 20, so that's going to go in the Macropedia.

I'll put up a PlaytestNotes page with links to each level's sample combat(s). Those pages will show the stats of the characters and monsters involved.

I'm thinking a format like this:

PCs
Hans, Human Fighter-1
STR16 DEX 14 MIND 12
Phys +5, others @ +2
AC17 (Chain + shield), 21hp
Longsword +5 1d8+4

Gordo, Halfling Magi-1
etc.

Ulrik, Dwarf Cleric-1
etc.

Veera, Elf Rogue-1
etc.

Critters (EL3)
4 Goblins, HD1d8+1 (5hp), AC15, Morningstar +2 (1d6) or javelin +3 (1d4)

Setup
The goblins have been stalking the PCs for a while in the dungeon when one of them kicks a loose stone on the floor. Gordo hears (sub+MIND vs, DC10) and combat begins. Neither party has surprise, and they are around 50' apart.

Initiative Order (d20+DEX)
Veera
Hans
Ulrik
Goblins
Gordo

Round 1
Veera fires her shortbow, misses (d20+4 (8) vs AC 15)
Hans charges
Ulrik charges
Goblins throw javelins at Ulrik and Hans, one hits Hans (d20+3 (18) vs AC 14, 3hp lost)
Gordo uses Magic Missile, one Goblin dead.

Round 2
etc.

Does that make sense? Clear enough? That's a part of one of the first combat we ran in M20, btw, and the first I'll be writing up.
 

And in other news: Christa has posted up the first draft of the cover for Big Shiny!!

Here it is on her blog folks. Go tell her what you think :)

Also, I need the names of all contributors so we can put them in the OGL license and contributor's page. If you've submitted a House Rule, participated in this discussion, provided an adventure or campaign setting and would like it to go in the Official Microlite20 Macropedia, MAIL ME. I think I've got most of the names, but I wouldn't want to miss any one out, y'know. Credit where it's due.

My address is robin (at) greywulf.net.
 

What follows are my random thoughts on some points touched upon in recent posts to this thread. So bear with me please as the following is in no particular order. Also even if it appears that I start out sounding negative towards M20, I am not. I just want to point out what I feel are still weaknesses in an otherwise great attempt at simplifying D20. So here again is another list. (I like lists. :) )

Cookie cutter characters: To begin with I want to say that sure it’s easy to come up with a level 20 character in M20 in under 20 seconds. But let’s be honest, that’s because they are all very much the same. In a sense M20 is so simple all you really need on your character sheet is something like, “Fighter 16, All average stats with above average STR.”, and your done. The rest is just math that hasn't been done yet. That’s both good and bad. Mainly bad over the long haul as players are going to want better customization at some point.

Clarification on no negative bonuses: A small point here. No negative bonuses does not mean subpar stats (and the characters we all love) go away. It just means they are represented differently. You can still have a low INT fighter, only now the average bonus will be 5 so his bonus of 2 in intelligence IS low. So yes, even fantasy characters need not be perfect.

High level fights are too short: Fights between high level characters ending in a single round are not fun. As it has been mentioned this means these fights all come down to the initiative roll and I agree. Epic fighters need epic fights. Not: “Surprise! Your 20th level character is dead.” Your latest suggestion that Init be dropped in favor of attack bonus order is good, but I am not sure a rules light game should ever have fighters attacking 3, 4, 5 or 6 times in a single round. That’s a lot of redundant dice rolling. If what you really want are high level fighters doing massive damage, then give them a single massive damage bonus, not 6 rolls to make. Better yet, don’t give them a massive damage bonus and instead let them win by a battle of attrition. Long drawn out battles at high level are not only expected but they allow time for things to develop, tactics to be reevaluated, and mutual respect to build. That’s epic.

Extra stats are OK: I don’t mind having an extra stat like CHA. I think streamlining character generation and whats recorded on your PC sheet is good but not whats important in a “lite” game. Character generation is only done once per character. What’s more important to simplify I feel are the mechanics that come after character generation, the rules used during play. M20 is appealing to me not because it dropped 3 stats, but because it dropped AoO, all the different action types, feats, large lists of skills, highly detailed spell descriptions, etc. That sort of stuff is what bogs the game down and require frequent lookups, not having an extra stat or two recorded on your sheet. Your CHA value, for instance, will hardly ever change during course of play. Besides, as DM I would rather have the stat and not need it than need it and not have it and then have to slow down the game while I come up with an ad-hoc alternative for it. Also if you are willing to hand wave CHA away and suggest that that is what roleplaying is for, then why stop there…you might as well hand wave the Communication skill away too and use roleplaying for it as well.

But enough about CHA ,since you already stated it’s a good optional rule in M20. Also enough of the negatives for now. Here is something I really liked in a recent post and want to see more of:

Skill use examples rock:

greywulf said:
Phys+STR - Bash down a door, swim a stream, lift a corpse
Phys+DEX - Climb a rope, dodge a flame trap, jump away from a Goblin's car (don't ask)
Phys+MIND - To judo throw a foe
Sub+STR - escape from ropes,
Sub+DEX - Hide, Move silently, disable a trap, palm a coin
Sub+MIND - Listen, search, spot, disguise
Comm+STR - Intimidate the Goblins, outstare an Ogre
Comm+DEX - juggling act, hand signals, ride a horse, forge documents
Comm+MIND - Influence a crowd or individual, calm an animal, some Perform skills
Know+STR - find a foe's weak point, blacksmithing
Know+DEX - most Craft skills, many Perform skills
Know+MIND - research, streetwise knowledge, gather info, recall facts

This is an excellent list and I think you should expand upon it if you have the time since its so useful. But obviously don’t include it in the core rules. Instead keep it the way it was intended, helpful suggestions but not more rules to memorize.

Proposed classless system: Let me finish off with a quick writeup of some more suggestions of my own for M20. Basically it’s a quick system I just put together which I think cover most of my perceived weaker points in M20, such as non-unique characters. Sorry if it comes across as another “95% system”. But feel free to pick and choose anything you may like. My intention was to try and create a classless system where the feel for the familiar classes can still be created. Of course, I also incorporated all the things I like, e.g. CHA and INT. You will note I gave in to negative bonuses, for now. :D

~~~~~~~~~

CLASSLESS M20

Stats per M20, but using INT instead of MIND, and adding CHA.

Drop the base stats after they are generated, and record the bonuses (or penalties) only.

Use the Phys skill (plus Str or Dex) for attacks but not for damage.

BASIC BONUSES
(All PCs get these starting with 1st level)
• Basic equipment appropriate to profession. Nothing should give bonuses except for armor below.
• STR+ D6/level for HPs
• +1 to any ability at levels 4, 8, 12, etc.
• +1 to two diff skills every level OR…
• +2 one-time bonus to any subskill.
Sample subskills are: locksmith, forester, trapmaster, merchant, swordsman, bowman, and other DM created or approved. This stacks with the relevant skill bonus. For example Sub + 2 for locksmith + DEX to pick a lock. A subskill can never stack with another.

ARMOR USAGE
(At 1st level, pick one from this list. PC is assumed to have basic armor of the type chosen.)
• Can use arcane items (not scrolls), and wear no armor.
• Can sneak attack (+Sub to damage), and wear light or less armor.
• Can use two weapons simultaneously at a reduced penalty, and wear medium or less armor.
• Can use divine items (not scrolls), and wear medium or less armor and shields.
• Can use all armors and shields. PC can start with up to platemail.

BACKGROUND BONUS
(At 1st level, pick one from this list)
• +2 to any skill
• Rage or Chi. (+4 to STR for duration of DM approved situations)
• Can shape change to any one non-magical animal type (dogs, cats, fishes, birds, etc) while HPs are over half.
• Special inheritance. A minor magic item OR extravagant starting equipment. DM must approve player's choices or select items himself.
• Any other DM created or approved bonus based on the character’s background and comparitable to the above

LEVELING BONUS
(At 1st level, pick one from this list. Cannot change selection after that, unless DM approves a major character change.)
• D10 HD instead of D6 per level.
• Select 2 arcane spells per level. Castable while wearing no armor. Can use scrolls of chosen spells.
• Select 2 divine spells per level. Castable with medium armor or less. Can use scrolls of chosen spells.
• Select 1 arcane OR 1 divine spell per level. Castable while wearing no armor. Can use scrolls of chosen spells.
• +1 to three different skills per level, instead of two. May be applied as one-time +2 bonus to a subskill and +1 to skill outside that subskill
• +1 damage per 2 levels with a chosen weapon type. (Note that there are no multi attacks in this system.)
• Any other DM created or approved bonus based on the character’s profession and comparitable to the above

SPELLCASTING: Spellcasting works like in M20, but the spells known are limited to those chosen at each level, per above. Treat this like the selection of spells Sorcerers have. As long as the spell selected is a castable level, there is no restriction on the spells chosen other than character concept. Just remember low level spells cost less to cast so it makes sense to maintain a good selection of those. Character starts with 4 free zero level spells and can take 4 more instead of a higher level spell. The idea is that having the entire list of spells available to a spellcaster makes it HARDER to play a spellcaster, not easier, as we are trying to do with a rules-lite system. Just jot down the few spells you know on your sheet, and go. Same goes for DMing NPCs. I dont want to have to run through all the spells in game in my head to decide which spell the NPC will cast.

~~~~~~~~~~~~~~~

As you can see with these short simple rules the four core classes can be easily created as well as druid, ranger, monk, barbarian, and other interesting character types. For example, a fighter who was trained by the church to use cleric devices but not spells. A clergy bodyguard or a variation on Paladins? Or the extra damage ability for monkish types (weaponless or otherwise) who choose doing extra damage instead of better HD. Personally I would love to see the raging monk this system allows. :cool: For normal fighters, the D&D game went through many successful editions before they got level based damage bonuses. They will do just fine with only magic and STR again in a rules lite system. Let them have their epic battles. Finally remember its ok to have a somewhat detailed character generation system...if the rest of the system is still light. Hopefully something like this strikes a good balance between simple characters and unique characters.


That’s it for now. As always, keep up the great work…..

-Larcen
 
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Larcen said:
In a sense M20 is so simple all you really need on your character sheet is something like, “Fighter 16, All average stats with above average STR.”, and your done. The rest is just math that hasn't been done yet. That’s both good and bad. Mainly bad over the long haul as players are going to want better customization at some point.

I actually hope that players will continue to invest time and energy into a background, integrating themselves into the campaign world, even if it has no direct effect on the dice rolled. As a GM I'd certainly love to make it worth their while and have it affect the world around them.

Larcen said:
As it has been mentioned this means these fights all come down to the initiative roll and I agree. Epic fighters need epic fights. Not: “Surprise! Your 20th level character is dead.”

I'm still interested in actual reports on playtesting. My players are now on level 2/3, so I can't comment – yet. But I think it is obvious to all of us that “Surprise! Your 20th level character is dead” is a lousy proposition. And since none of us actually want it, and since Greywulf is the only one who actually did any playtesting and liked what he saw, I think it's fair to assume that the result is empathically not “Surprise! Your 20th level character is dead!”

I'm looking forward to Greywulf's combat tests.

Larcen said:
Skill use examples rock: […] This is an excellent list and I think you should expand upon it if you have the time since its so useful.

Greywulf posted it on the Macropedia: Skill Use Examples.
 

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