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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3292874" data-attributes="member: 4285"><p>On to Larcen's and other's (excellent) feedback. I'm still ploughing through the backlog, my apologies.</p><p></p><p><strong>1) Redundant Base Stats</strong></p><p><a href="http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/Ultramicrolite20" target="_blank">Ultramicrolite20</a> works like that, using just bonuses as stats rather than a "3-18-ish" range. I kept the traditional range in Microlite20 simply because it's familiar and easy to explain in character generation.</p><p></p><p><strong>2) MIND stat</strong></p><p>I renamed it because it's more of a combination of INT, WIS and CHA, so needed a new name. STR and DEX however are still STR and DEX (though technically STR is really STR and CON, but now you're just being picky!). </p><p></p><p><strong>3) Missing CHA score</strong></p><p>Good points, all; that's why CHA is <a href="http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/AddingCharisma" target="_blank">an optional stat</a> in the Macropedia. </p><p></p><p>It's not in the Core simply because it can be removed with little impact on the game. As it shows in the <a href="http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/SkillUseExamples" target="_blank">Skill Use examples</a> , all of the CHA-based skills can easily be recreated using the existing stat+skill system in Microlite20. Here's the d20 CHA-based ones again and their proposed M20 equivalents:</p><p></p><p>Bluff - Comm+MIND</p><p>Diplomacy - Comm+MIND</p><p>Disguise - Sub+MIND</p><p>Gather Information - Comm+MIND</p><p>Handle Animal - Comm+MIND or Comm+STR (if the animal is bigger than you)</p><p>Intimidate - could be Phys+STR, or Sub+MIND or Comm+STR. You choose</p><p>Perform - Comm+MIND, though it could be DEX if you’re juggling, or STR if you’re a weightlifter</p><p>Use Magical Device - you can either use it, or you can’t. GM fiat. Alternatively, MIND only</p><p></p><p>That's not a lot of skills in return for a whole extra stat, but if you want to include it, go ahead.</p><p></p><p>Remember that in Microlite20 the Cleric has been re-tooled as the Communication king (+3 Comm) so that class can be used to reflect the empathic Healer, charismatic Bard (cleric of music, perhaps?) intimidating Druid (cleric of nature), puplit bashing Priest or inspiring Paladin. If you want to play any of those then it's a Cleric you want. </p><p></p><p>Clerics in Microlite20 rock, just like Fighters, Magi and Rogues rock. Did I mention that?</p><p></p><p>And as for the "stupid charismatic leader" thing - it's called role-playing! - Give me a STR 16 DEX 14 MIND 6 Fighter and the role-playing provides the charisma. This should translate into positive mods on skill use when it applies.</p><p></p><p><em>"Ivan say we all charge Orc stronghold! Ivan say we win! Ivan say we bring great treasure back home to our wives and children! You with me? Yes? Yes? YEEEEESSSSSS!!!"</em></p><p></p><p><strong>4) No negative bonuses </strong></p><p>Call me old skool, but I like my negatives. I like the STR 6, MIND 16 Magi. And the STR 16 MIND 6 Fighter too. Negatives maketh for Interesting Characters. If I wanted perfection, I'd be me, but this is Fantasy, right? </p><p></p><p>Again, each to their own. If you want only positives, do it.</p><p></p><p><strong>5) Magic Saves</strong></p><p>I agree; that's how it is now. I <em>really</em> need to make the magic rules clearer. As it says in the core:</p><p></p><p><em>"Note that there are no 'saving throws' in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level."</em></p><p><em></em></p><p></p><p>So if the spell grants a Reflex save, roll Phys+DEX against the given DC (usually 10+Spell Level, or whatever). </p><p></p><p>This has been clarified in the Revised rules already though.</p><p></p><p><strong>6) Class based HP dice</strong></p><p>The reason why every class gets the same HP scale is that it's simple and consistent. As Magi and Clerics use HP to cast spells, they need all the HP they can get. </p><p></p><p>Personally, I think that D&D's HP system is just plain silly. Why does an Ogre Wizard only get d4 Hit Points per class level, or a Halfling Barbarian get d12? HP should be based on Creature Type, and only on Creature Type. Regardless of class, a Humanoid in D&D should get 1d8 HP/Level. As this is Microlite20 not D&D, I simplified that to STR+1d6/level. This gives 1st level characters the boost they deserve (and fuel for Magi and Clerics). That's the reasoning, anyway.</p><p></p><p>Of course, if you want to change it (and maybe write it up as a House Rule in the Macropedia), please do!</p><p></p><p><strong>7) Size based HP dice</strong></p><p>Simplicity again. I ditched all of the size-based crap from the game as it just gets in the way of a good story. I think Bilbo, Frodo, Merry and Pippin prove that Hobbitses are every bit as tough as humans (if not more so), and the same should apply to their kender-bred Halfling cousins. </p><p></p><p>Same for weapon sizes. Halflings are more likely to use shortswords and smaller weapons because their higher DEX puts them at a considerable advantage with light weapons if they are Fighters or Rogues. If someone wants to generate a STR 18 Halfling I'm pretty sure they'll be able to wield a greatsword with the best Human Fighters, and do the same damage. It'll drag on the ground while they are walking, but still.......... <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><strong>8) Level advancement: How does the EL rules as they stand take into consideration the party's size? </strong></p><p><strong></strong></p><p>The important part in the Core here is "Add up the Encounter Levels (ELs) of every encounter <em>you take part in</em>." If there's 8 opponents then then each PC might only face off against one or two of them. They only get the EL for the dudes they fight.</p><p></p><p>For example, if Todd the Barbarian (Fighter-1) gets into the fight and helps take down two of the EL2 critters, he needs to finish off 6 more EL-worth of monsters to reach Level 2.</p><p></p><p><strong>9)</strong> Kensanata also asked <strong>whether the skills other than Subterfuge ever gets used</strong>. I guess the answer to that is it entirely depends on your style of game. My group use all of the skills, a lot and often in surprising ways. Surprising to me, anyway. Here's some examples (not all done by my group, but they coulda):</p><p></p><p>Phys+STR - Bash down a door, swim a stream, lift a corpse</p><p>Phys+DEX - Climb a rope, dodge a flame trap, jump away from a Goblin's car (don't ask)</p><p>Phys+MIND - To judo throw a foe</p><p>Sub+STR - escape from ropes, </p><p>Sub+DEX - Hide, Move silently, disable a trap, palm a coin</p><p>Sub+MIND - Listen, search, spot, disguise</p><p>Comm+STR - Intimidate the Goblins, outstare an Ogre</p><p>Comm+DEX - juggling act, hand signals, ride a horse, forge documents</p><p>Comm+MIND - Influence a crowd or individual, calm an animal, some Perform skills</p><p>Know+STR - find a foe's weak point, blacksmithing</p><p>Know+DEX - most Craft skills, many Perform skills</p><p>Know+MIND - research, streetwise knowledge, gather info, recall facts</p><p></p><p>That's just off the top of my head. In game the skill uses come thick and fast, of all kinds.</p><p></p><p><strong>10)</strong> popeclayton asked <strong>about monster conversion.</strong> </p><p>The short answer is don't! Monsters can be taken straight from D&D, the SRD or published adventures and used as-is. Most of the stats don't apply , do just ignore them.</p><p></p><p>For example:</p><p></p><p>A Darkmantle's stats as per the SRD are:</p><p></p><p></p><p>Cutting out the chaff, Microlite20 just needs:</p><p></p><p><strong>Darkmantle</strong>, HD1d10+1 (6 hp), AC17, Slam +5 (1d4+4)</p><p></p><p>For special abilities, judge them based on speed and simplicity. Using the example above, I'd suggest that a Darkmantle does 1d4+4 damage per round until the victim makes a Phys+STR save vs. DC 17 (the Darkmantle's AC). That's good enough to be playable and cuts right through the D&D grapple rules with a knife.</p><p></p><p>Hope that helps.</p><p></p><p>Phew! These were good questions. I'll post them in a FAQ on the Macropedia, and I'll trough through this thread for more. I'm sure there's lots now so it'll be worth collating them.</p><p></p><p>And thanks for the re-org in the Macropedia, Kensanata. Much appreciated!</p><p></p><p>All the best!</p></blockquote><p></p>
[QUOTE="greywulf, post: 3292874, member: 4285"] On to Larcen's and other's (excellent) feedback. I'm still ploughing through the backlog, my apologies. [B]1) Redundant Base Stats[/B] [URL=http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/Ultramicrolite20]Ultramicrolite20[/URL] works like that, using just bonuses as stats rather than a "3-18-ish" range. I kept the traditional range in Microlite20 simply because it's familiar and easy to explain in character generation. [B]2) MIND stat[/B] I renamed it because it's more of a combination of INT, WIS and CHA, so needed a new name. STR and DEX however are still STR and DEX (though technically STR is really STR and CON, but now you're just being picky!). [B]3) Missing CHA score[/B] Good points, all; that's why CHA is [URL=http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/AddingCharisma]an optional stat[/URL] in the Macropedia. It's not in the Core simply because it can be removed with little impact on the game. As it shows in the [URL=http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia/SkillUseExamples]Skill Use examples[/URL] , all of the CHA-based skills can easily be recreated using the existing stat+skill system in Microlite20. Here's the d20 CHA-based ones again and their proposed M20 equivalents: Bluff - Comm+MIND Diplomacy - Comm+MIND Disguise - Sub+MIND Gather Information - Comm+MIND Handle Animal - Comm+MIND or Comm+STR (if the animal is bigger than you) Intimidate - could be Phys+STR, or Sub+MIND or Comm+STR. You choose Perform - Comm+MIND, though it could be DEX if you’re juggling, or STR if you’re a weightlifter Use Magical Device - you can either use it, or you can’t. GM fiat. Alternatively, MIND only That's not a lot of skills in return for a whole extra stat, but if you want to include it, go ahead. Remember that in Microlite20 the Cleric has been re-tooled as the Communication king (+3 Comm) so that class can be used to reflect the empathic Healer, charismatic Bard (cleric of music, perhaps?) intimidating Druid (cleric of nature), puplit bashing Priest or inspiring Paladin. If you want to play any of those then it's a Cleric you want. Clerics in Microlite20 rock, just like Fighters, Magi and Rogues rock. Did I mention that? And as for the "stupid charismatic leader" thing - it's called role-playing! - Give me a STR 16 DEX 14 MIND 6 Fighter and the role-playing provides the charisma. This should translate into positive mods on skill use when it applies. [I]"Ivan say we all charge Orc stronghold! Ivan say we win! Ivan say we bring great treasure back home to our wives and children! You with me? Yes? Yes? YEEEEESSSSSS!!!"[/I] [B]4) No negative bonuses [/B] Call me old skool, but I like my negatives. I like the STR 6, MIND 16 Magi. And the STR 16 MIND 6 Fighter too. Negatives maketh for Interesting Characters. If I wanted perfection, I'd be me, but this is Fantasy, right? Again, each to their own. If you want only positives, do it. [B]5) Magic Saves[/B] I agree; that's how it is now. I [I]really[/I] need to make the magic rules clearer. As it says in the core: [I]"Note that there are no 'saving throws' in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level." [/I] So if the spell grants a Reflex save, roll Phys+DEX against the given DC (usually 10+Spell Level, or whatever). This has been clarified in the Revised rules already though. [B]6) Class based HP dice[/B] The reason why every class gets the same HP scale is that it's simple and consistent. As Magi and Clerics use HP to cast spells, they need all the HP they can get. Personally, I think that D&D's HP system is just plain silly. Why does an Ogre Wizard only get d4 Hit Points per class level, or a Halfling Barbarian get d12? HP should be based on Creature Type, and only on Creature Type. Regardless of class, a Humanoid in D&D should get 1d8 HP/Level. As this is Microlite20 not D&D, I simplified that to STR+1d6/level. This gives 1st level characters the boost they deserve (and fuel for Magi and Clerics). That's the reasoning, anyway. Of course, if you want to change it (and maybe write it up as a House Rule in the Macropedia), please do! [B]7) Size based HP dice[/B] Simplicity again. I ditched all of the size-based crap from the game as it just gets in the way of a good story. I think Bilbo, Frodo, Merry and Pippin prove that Hobbitses are every bit as tough as humans (if not more so), and the same should apply to their kender-bred Halfling cousins. Same for weapon sizes. Halflings are more likely to use shortswords and smaller weapons because their higher DEX puts them at a considerable advantage with light weapons if they are Fighters or Rogues. If someone wants to generate a STR 18 Halfling I'm pretty sure they'll be able to wield a greatsword with the best Human Fighters, and do the same damage. It'll drag on the ground while they are walking, but still.......... :) [B]8) Level advancement: How does the EL rules as they stand take into consideration the party's size? [/B] The important part in the Core here is "Add up the Encounter Levels (ELs) of every encounter [I]you take part in[/I]." If there's 8 opponents then then each PC might only face off against one or two of them. They only get the EL for the dudes they fight. For example, if Todd the Barbarian (Fighter-1) gets into the fight and helps take down two of the EL2 critters, he needs to finish off 6 more EL-worth of monsters to reach Level 2. [B]9)[/B] Kensanata also asked [B]whether the skills other than Subterfuge ever gets used[/B]. I guess the answer to that is it entirely depends on your style of game. My group use all of the skills, a lot and often in surprising ways. Surprising to me, anyway. Here's some examples (not all done by my group, but they coulda): 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 That's just off the top of my head. In game the skill uses come thick and fast, of all kinds. [B]10)[/B] popeclayton asked [B]about monster conversion.[/B] The short answer is don't! Monsters can be taken straight from D&D, the SRD or published adventures and used as-is. Most of the stats don't apply , do just ignore them. For example: A Darkmantle's stats as per the SRD are: Cutting out the chaff, Microlite20 just needs: [B]Darkmantle[/B], HD1d10+1 (6 hp), AC17, Slam +5 (1d4+4) For special abilities, judge them based on speed and simplicity. Using the example above, I'd suggest that a Darkmantle does 1d4+4 damage per round until the victim makes a Phys+STR save vs. DC 17 (the Darkmantle's AC). That's good enough to be playable and cuts right through the D&D grapple rules with a knife. Hope that helps. Phew! These were good questions. I'll post them in a FAQ on the Macropedia, and I'll trough through this thread for more. I'm sure there's lots now so it'll be worth collating them. And thanks for the re-org in the Macropedia, Kensanata. Much appreciated! All the best! [/QUOTE]
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