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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3123586" data-attributes="member: 4285"><p>Good questions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>It's light if the d20 SRD says it's a light weapon. It uses the d20 equipment lists after all. In the weapons I list in the sidebar on the page the dagger and shortsword count as light. So does the rapier, but that's a special case.</p><p></p><p>Halflings use the same weapons as anyone else. I decided to ditch the whole "weapon size" thing. Yes, weapon sizes are more realistic, but it also adds in a whole lot of unnecessary rulesery into the proceedings. It always made treasure allocation a pain. On the one hand, weapon damage is more realistic, but then it's completely wrecked when the players "just happen" to find right-sized magic items for their party. Sheesh. Other games get by without it, so it's gone.</p><p></p><p>I left things as "anyone can use anything" when it comes to weapons, though the GM is of course free to rule otherwise. I'd suggest that halflings prefer light weapons anyway thanks to their higher DEX. Remember that Fighters and Rogues can use their DEX bonus instead for those. In d20 terms, they get Weapon Finesse for free. </p><p></p><p></p><p></p><p>There's no distances given, so it's all "in your head" fantasy. I'd run that like this:</p><p></p><p>Round 1</p><p>Player: I charge the Orcs!</p><p>GM: Cool. The Orcs bare their teeth and ready their axes. There's the glint of victory in their eyes. You'll be at +2 to hit on your next attack</p><p></p><p>Round 2</p><p>Player: I slash the first Orc</p><p>GM: ....</p><p></p><p>And combat continues.</p><p></p><p>Alernatively, the Orcs could have charged too and met the charge on round one. You'd both be at +2 to hit the next round, which kinda negates each other.</p><p></p><p>Or they could fire missile weapons. What they couldn't do is attack the first round, as (in effect) you're still some distance away. You're moving to meet them at the start of your next round, not run=>stop=>be hit by orcs=>hit back. That would be silly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Yep, totally. Makes for higher low-level survivability (and magic costs Hit Points), but things get Very Deadly, Very Quickly. It's also why I reduced the damage from criticals. But it makes magic and Big Critters epic things to be defeated with care and respect, not treated as Just One More Kill. It's a much grittier game in that respect.</p><p></p><p>As to magic, any spell that does more than 3d6 damage will probably be save-or-die for a single character. You'll either need good saves, or (better yet) plan ahead and use tactics to avoid the danger.</p><p></p><p>If that doesn't suit your idea of good gaming then change Hit Points so the characters get STR Stat + d6 each level, or something. That's cool too. </p><p></p><p></p><p></p><p>Magic weapons work as per SRD. Your +1 Longsword still gives, +1 to hit, +1 damage, etc.</p><p></p><p>I'd be tempted to drop Masterwork items though, and apply penalties for poor-quality workmanship instead. That's up to you though.</p><p></p><p>Hope that helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="greywulf, post: 3123586, member: 4285"] Good questions :) It's light if the d20 SRD says it's a light weapon. It uses the d20 equipment lists after all. In the weapons I list in the sidebar on the page the dagger and shortsword count as light. So does the rapier, but that's a special case. Halflings use the same weapons as anyone else. I decided to ditch the whole "weapon size" thing. Yes, weapon sizes are more realistic, but it also adds in a whole lot of unnecessary rulesery into the proceedings. It always made treasure allocation a pain. On the one hand, weapon damage is more realistic, but then it's completely wrecked when the players "just happen" to find right-sized magic items for their party. Sheesh. Other games get by without it, so it's gone. I left things as "anyone can use anything" when it comes to weapons, though the GM is of course free to rule otherwise. I'd suggest that halflings prefer light weapons anyway thanks to their higher DEX. Remember that Fighters and Rogues can use their DEX bonus instead for those. In d20 terms, they get Weapon Finesse for free. There's no distances given, so it's all "in your head" fantasy. I'd run that like this: Round 1 Player: I charge the Orcs! GM: Cool. The Orcs bare their teeth and ready their axes. There's the glint of victory in their eyes. You'll be at +2 to hit on your next attack Round 2 Player: I slash the first Orc GM: .... And combat continues. Alernatively, the Orcs could have charged too and met the charge on round one. You'd both be at +2 to hit the next round, which kinda negates each other. Or they could fire missile weapons. What they couldn't do is attack the first round, as (in effect) you're still some distance away. You're moving to meet them at the start of your next round, not run=>stop=>be hit by orcs=>hit back. That would be silly :) Yep, totally. Makes for higher low-level survivability (and magic costs Hit Points), but things get Very Deadly, Very Quickly. It's also why I reduced the damage from criticals. But it makes magic and Big Critters epic things to be defeated with care and respect, not treated as Just One More Kill. It's a much grittier game in that respect. As to magic, any spell that does more than 3d6 damage will probably be save-or-die for a single character. You'll either need good saves, or (better yet) plan ahead and use tactics to avoid the danger. If that doesn't suit your idea of good gaming then change Hit Points so the characters get STR Stat + d6 each level, or something. That's cool too. Magic weapons work as per SRD. Your +1 Longsword still gives, +1 to hit, +1 damage, etc. I'd be tempted to drop Masterwork items though, and apply penalties for poor-quality workmanship instead. That's up to you though. Hope that helps :) [/QUOTE]
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