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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="Nadaka" data-source="post: 3123647" data-attributes="member: 14651"><p>That is kinda interesting. I especially like your XP rules. It makes it very simple.</p><p></p><p>One thing I note however is the raw utility granted to your cleric/wizard with having all spells known. Basically what you are saying is that a spellcaster can solve any and every challenge that there exists a spell to over come. If the goal is to be simple, this breaks your mold as it gives them dozens or even hundred of options.</p><p></p><p>I also note that everyone gets the same (or nearly so) HP and attack. This seems to short change your fighter and rogue in the combat department compared to the spellcasters. Especially considering that the spellcasters recieve level scaling benifits while the fighter and rogue do not.</p><p></p><p>One of the things that I like is balance and choice. I think that you can retain both of these qualities even with something as simple as suggested. With your current setup, the cleric comes out the clear winner, followed by the wizard, fighter and the rogue (who only has light armor and "finesse" as class features).</p><p></p><p>I would propose a slight restructuring.</p><p>Qualities: A quality is a feature of a class that is gained at first level. (Im not shure if you want to include the option to multiclass or not).</p><p></p><p>Talents: A talent is feature that is gained every odd level. Talents should be relatively balanced vs each other. Every class has a (very) short list of talents to choose from.</p><p></p><p>Analasis of your current classes:</p><p>Fighter</p><p>qualities:</p><p>-all armor + shields</p><p>-combat bonus (+1 to hit/damage)</p><p>-finesse</p><p>talents: </p><p>-none</p><p></p><p>Rogue</p><p>qualities:</p><p>-light armor</p><p>-finesse</p><p>Talents:</p><p>-none</p><p></p><p>Mage</p><p>Qualities:</p><p>-no armor</p><p>-all spells known</p><p>-signature spell? (-1 drain to 1 or 2 spells)? DM dependant</p><p>Talents:</p><p>-increased spell level castable (1,2,3,4,5,6,7,8,9,10?)</p><p></p><p>Cleric</p><p>Qualities:</p><p>-Light & medium armor</p><p>-all spells known</p><p>-signature spell? (-1 drain to 1 or 2 spells)? DM dependant</p><p>Talents:</p><p>-increased spell level castable (1,2,3,4,5,6,7,8,9,10?)</p><p></p><p>Using this basic assessment, fighters are just better than rogues. Clerics are just better than wizards. And spellcasters have vast options that increase in number and power as the level, and no one else does.</p><p></p><p>Suggestions.</p><p>Class qualities:</p><p>Fighter: +3 physical, any armor and shield, finesse</p><p>Total: 4 (3 for armor, 1 for finesse)</p><p></p><p>Rogue: +3 subterfuge, light armor,finesse, bonus talent</p><p>Total: 4(1 for armor, 1 for finesse, 2 for a bonus talent)</p><p></p><p>Mage: +3 knowledge, No armor, arcane spellcasting(3spells/level known), signature spell</p><p>Total: 4(0 for armor, 3 for good spellcasting, 1 for signature spell</p><p></p><p>Cleric: +3 Communication, light or medium armor, divine spellcasting (2spells/level known)</p><p>Total: 4(2 for armor, 2 for decent spellcasting)</p><p></p><p>Note on spellcasting:</p><p>It grants the ability to use all 0 level spells on your spell list +(2|3) first level spells from your spell list. As you gain levels you add more spells known, limited by the maximum level of spells you can cast. To increase that maximum level, you have to take Spellcasting talents.</p><p></p><p>Class Talents (pick 1 at each odd level including first)</p><p>Fighter:</p><p>-Combat Proficiency: +1 to hit, +1 to damage</p><p>-Accuracy: +2 attack (this is mostly to compensate for everyone having the same BAB)</p><p>-Might: +2 damage</p><p>-Toughness: +3 HP</p><p>-?</p><p></p><p>Rogue:</p><p>-Skilled: pick a skill, gain +3 to it.</p><p>-deadly(may not be selected more than once at first level): +1d6 "sneak attack" damage to anyone that has not yet acted in the round.</p><p>-?</p><p></p><p>Mage:</p><p>-Increased Arcane Spells(level 3 or higher): increased castable spell level (1->2->3->4->5 etc).</p><p>-signature spell: -1 drain for a specific spell casting.</p><p>-?</p><p></p><p>Cleric:</p><p>- Increased Divine Spells(level 3 or higher): increased castable spell level (1->2->3->4->5 etc).</p><p>-signature spell: -1 drain for a specific spell casting.</p><p>-turn undead: 1/day: make a communication(mind) check, with a DC = 10 + hit dice of undead, if successful it flees. If you beat it by 10 or more it is instead destroyed.</p><p>-?</p><p></p><p>Its not really that much more complicated, but IMO it has better balance. The rogue returns to his place as a master of skills with the option of being backstabbity. The fighter is the unquestioned master of combat. The spellcasters have limited spell choices to keep them simple as well. </p><p></p><p>Does this change interest you? I tried to keep it about as simple as possible.</p></blockquote><p></p>
[QUOTE="Nadaka, post: 3123647, member: 14651"] That is kinda interesting. I especially like your XP rules. It makes it very simple. One thing I note however is the raw utility granted to your cleric/wizard with having all spells known. Basically what you are saying is that a spellcaster can solve any and every challenge that there exists a spell to over come. If the goal is to be simple, this breaks your mold as it gives them dozens or even hundred of options. I also note that everyone gets the same (or nearly so) HP and attack. This seems to short change your fighter and rogue in the combat department compared to the spellcasters. Especially considering that the spellcasters recieve level scaling benifits while the fighter and rogue do not. One of the things that I like is balance and choice. I think that you can retain both of these qualities even with something as simple as suggested. With your current setup, the cleric comes out the clear winner, followed by the wizard, fighter and the rogue (who only has light armor and "finesse" as class features). I would propose a slight restructuring. Qualities: A quality is a feature of a class that is gained at first level. (Im not shure if you want to include the option to multiclass or not). Talents: A talent is feature that is gained every odd level. Talents should be relatively balanced vs each other. Every class has a (very) short list of talents to choose from. Analasis of your current classes: Fighter qualities: -all armor + shields -combat bonus (+1 to hit/damage) -finesse talents: -none Rogue qualities: -light armor -finesse Talents: -none Mage Qualities: -no armor -all spells known -signature spell? (-1 drain to 1 or 2 spells)? DM dependant Talents: -increased spell level castable (1,2,3,4,5,6,7,8,9,10?) Cleric Qualities: -Light & medium armor -all spells known -signature spell? (-1 drain to 1 or 2 spells)? DM dependant Talents: -increased spell level castable (1,2,3,4,5,6,7,8,9,10?) Using this basic assessment, fighters are just better than rogues. Clerics are just better than wizards. And spellcasters have vast options that increase in number and power as the level, and no one else does. Suggestions. Class qualities: Fighter: +3 physical, any armor and shield, finesse Total: 4 (3 for armor, 1 for finesse) Rogue: +3 subterfuge, light armor,finesse, bonus talent Total: 4(1 for armor, 1 for finesse, 2 for a bonus talent) Mage: +3 knowledge, No armor, arcane spellcasting(3spells/level known), signature spell Total: 4(0 for armor, 3 for good spellcasting, 1 for signature spell Cleric: +3 Communication, light or medium armor, divine spellcasting (2spells/level known) Total: 4(2 for armor, 2 for decent spellcasting) Note on spellcasting: It grants the ability to use all 0 level spells on your spell list +(2|3) first level spells from your spell list. As you gain levels you add more spells known, limited by the maximum level of spells you can cast. To increase that maximum level, you have to take Spellcasting talents. Class Talents (pick 1 at each odd level including first) Fighter: -Combat Proficiency: +1 to hit, +1 to damage -Accuracy: +2 attack (this is mostly to compensate for everyone having the same BAB) -Might: +2 damage -Toughness: +3 HP -? Rogue: -Skilled: pick a skill, gain +3 to it. -deadly(may not be selected more than once at first level): +1d6 "sneak attack" damage to anyone that has not yet acted in the round. -? Mage: -Increased Arcane Spells(level 3 or higher): increased castable spell level (1->2->3->4->5 etc). -signature spell: -1 drain for a specific spell casting. -? Cleric: - Increased Divine Spells(level 3 or higher): increased castable spell level (1->2->3->4->5 etc). -signature spell: -1 drain for a specific spell casting. -turn undead: 1/day: make a communication(mind) check, with a DC = 10 + hit dice of undead, if successful it flees. If you beat it by 10 or more it is instead destroyed. -? Its not really that much more complicated, but IMO it has better balance. The rogue returns to his place as a master of skills with the option of being backstabbity. The fighter is the unquestioned master of combat. The spellcasters have limited spell choices to keep them simple as well. Does this change interest you? I tried to keep it about as simple as possible. [/QUOTE]
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