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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3123748" data-attributes="member: 4285"><p>Eeep! This thread is now longer than the entire rules <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>Thanks for all the feedback, everyone. I'll try to address each in turn.</p><p></p><p>Turanil: yes, we playtested it last night and it works well, at least for a one-shot adventure. It plays a <em>lot</em> faster than core D&D. Oddly enough, when the rules are reduced, the role-playing increases. I'm sure others have found the same thing using other systems.</p><p></p><p>Mages and Clerics aren't that overpowered, because they're limited by how many Hit Points they are willing to spend casting spells. We found that the Mage in the party (Cholmer, the sample mage in the pdf) didn't want to go below half his Hit Points, so that's only 6x0 level spells, or just 3x1st level spells, or a combination thereof. So, he had a lot of freedom of choice, but had to think tactically about the <em>when</em>. In discussion afterwards, the Mage and Cleric players both said they liked it - it was more akin to magic from fantasy fiction, where a spellcaster could visualise what he wanted (Will and the Word, etc) and it would work, and the only limitation was how much power their Mortal Shells could hold. Something like that, anyway. We thought magic items that stored "Hit Points" that could be used to cast spells would be Very Cool. A Hit Point storing Staff would be an essential item of equipment for all Magi above 4th level.</p><p></p><p>Nadaka: I kinda liked the XP rules too, thanks. I'm proud of those. See above for my thoughts about magic. </p><p></p><p>Regards balance, Rogues do look to be short-changed, but in play, they're not. That +3 Subterfuge is just too darned useful, as it covers a huge gamut of "core" adventuring skills including Hide (Sub + DEX), Move Silently (Sub + DEX), Search/Spot (Sub + MIND), Disable Device & Open Locks (Sub + DEX), even knocking out a guard (Sub + STR) and others. In one version of the rules I put that Rogues also get +1 to Initiative too, to reflect their quick-thinking, work on your feet nature. I'm still tempted to include it. What you think?</p><p></p><p>I did think long and hard about giving Rogues some kind of Sneak attack, but figured if this isn't miniatures gaming, but Imagination Gaming then flank rules don't apply. I figure if anyone can sneak up on an Orc and stab him, they'll get a bonus in my game. It's just that Rogues (with that all-important +3 Subterfuge) are move likely to do it, and succeed. No rule or "class feature" needed. The idea was to zenify D&D, not duplicate it.</p><p></p><p>In a similar vein, I skipped feats entirely because too many of them right now are just meta-game functions anyhow, or stuff that's better suited to in-play ad-hoc bonuses. Get rid of AoO, movement and miniatures and the Useful Feat Count drops by a third. Knock out the sorcerer/wizard dichtonomy and wave bye bye to some more. If a Mage wants to brew a potion or scribe a scoll after the adventure, they can. It's What Mages Do. Same for other construction feats. If they're high enough level (GM call), they can. What's the point having feats that only work in between adventures anyhow? That's like having a "Set up shop and sell stuff" feat <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>(This isn't a criticism of d20 itself, btw. I love the game, but purposefully wanted to create something lighter by cutting the chaff)</p><p></p><p>All that said, I love your suggestions, and I'm thankful to you for taking time to respond. Certainly, if it works for you, do it that way. I suggest you try playing the system as is first, though.</p><p></p><p>Timmundo: you're right, my bad. Anyone know if it's possible to display the OGL license in 2pt type in a footer? I /do/ want to keep within 2 pages <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=":)" /> Maybe I'll have to rename it to something else. Maybe "1d20 Microlite" or something!</p><p></p><p>Thank again, all.</p></blockquote><p></p>
[QUOTE="greywulf, post: 3123748, member: 4285"] Eeep! This thread is now longer than the entire rules :) Thanks for all the feedback, everyone. I'll try to address each in turn. Turanil: yes, we playtested it last night and it works well, at least for a one-shot adventure. It plays a [I]lot[/I] faster than core D&D. Oddly enough, when the rules are reduced, the role-playing increases. I'm sure others have found the same thing using other systems. Mages and Clerics aren't that overpowered, because they're limited by how many Hit Points they are willing to spend casting spells. We found that the Mage in the party (Cholmer, the sample mage in the pdf) didn't want to go below half his Hit Points, so that's only 6x0 level spells, or just 3x1st level spells, or a combination thereof. So, he had a lot of freedom of choice, but had to think tactically about the [I]when[/I]. In discussion afterwards, the Mage and Cleric players both said they liked it - it was more akin to magic from fantasy fiction, where a spellcaster could visualise what he wanted (Will and the Word, etc) and it would work, and the only limitation was how much power their Mortal Shells could hold. Something like that, anyway. We thought magic items that stored "Hit Points" that could be used to cast spells would be Very Cool. A Hit Point storing Staff would be an essential item of equipment for all Magi above 4th level. Nadaka: I kinda liked the XP rules too, thanks. I'm proud of those. See above for my thoughts about magic. Regards balance, Rogues do look to be short-changed, but in play, they're not. That +3 Subterfuge is just too darned useful, as it covers a huge gamut of "core" adventuring skills including Hide (Sub + DEX), Move Silently (Sub + DEX), Search/Spot (Sub + MIND), Disable Device & Open Locks (Sub + DEX), even knocking out a guard (Sub + STR) and others. In one version of the rules I put that Rogues also get +1 to Initiative too, to reflect their quick-thinking, work on your feet nature. I'm still tempted to include it. What you think? I did think long and hard about giving Rogues some kind of Sneak attack, but figured if this isn't miniatures gaming, but Imagination Gaming then flank rules don't apply. I figure if anyone can sneak up on an Orc and stab him, they'll get a bonus in my game. It's just that Rogues (with that all-important +3 Subterfuge) are move likely to do it, and succeed. No rule or "class feature" needed. The idea was to zenify D&D, not duplicate it. In a similar vein, I skipped feats entirely because too many of them right now are just meta-game functions anyhow, or stuff that's better suited to in-play ad-hoc bonuses. Get rid of AoO, movement and miniatures and the Useful Feat Count drops by a third. Knock out the sorcerer/wizard dichtonomy and wave bye bye to some more. If a Mage wants to brew a potion or scribe a scoll after the adventure, they can. It's What Mages Do. Same for other construction feats. If they're high enough level (GM call), they can. What's the point having feats that only work in between adventures anyhow? That's like having a "Set up shop and sell stuff" feat :) (This isn't a criticism of d20 itself, btw. I love the game, but purposefully wanted to create something lighter by cutting the chaff) All that said, I love your suggestions, and I'm thankful to you for taking time to respond. Certainly, if it works for you, do it that way. I suggest you try playing the system as is first, though. Timmundo: you're right, my bad. Anyone know if it's possible to display the OGL license in 2pt type in a footer? I /do/ want to keep within 2 pages :) Maybe I'll have to rename it to something else. Maybe "1d20 Microlite" or something! Thank again, all. [/QUOTE]
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