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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3294318" data-attributes="member: 4285"><p>Pilsnerquest, thanks for the feedback about the New Gods campaign setting. You're right, Pan males have it tough <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=":)" /> I'm more than tempted to run New Gods as a full campaign, and document the whole thing in a whole lot more detail than I put down so far. Maybe sometime, eh?</p><p></p><p>Jezter, Microlite20 doesn't have a concept of BAB at all; your attack bonus is level+STR bonus (for melee) or level+DEX bonus (for missile. Fighters get a +1 to that at 1st and every 5 levels. I guess you could say that BAB=level, but it's redundant and incorrect. A STR 18 Fighter could have a melee to-hit of +6/+1 at 1st level in Microlite20, and that's impossible in d20. BAB is a misleading term.</p><p></p><p>While AC doesn't scale the way to-hit bonuses do, 20th level character is unlikely to have AC that same as his 1st level simply because she'll have a tonne of magical armour, rings, bracers and all the rest of the frippery of near-Epic level power. I'd estimate a 20th level character would have around a +10 AC bonus from all those enchanted items. The best magical weapon they'll have would be around a +5, so AC jumps ahead in the arm's race.</p><p></p><p>The example I gave comparing a 20th level Fighter with a 20th level Rogue ignored magical items completely, because I was comparing like with like; it's fair to say the 20th level PCs would have similar-power magical equipment, so I just removed it from the equation. More to the point, I didn't put it in so I didn't need to take it out <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>Going back a step, a 20th level character is still mortal and just can't soak up damage like their D&D counterparts. I didn't want PCs with hundreds of hit points to slow down combat or charge Uber-monsters because they know they can survive anything it throws at them. For example, a 20th level D&D Fighter would have around 155hp. That's enough to be bitten by a Tarrarasque five times and still walk away.</p><p></p><p>In Microlite20, the hit points are higher at low levels and lower at high levels. This favours the little guy, but demands tactics at high levels. If that's a problem, feel free to adjust the hit points rules to suit <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>.....which is kinda accurate if you think about it. If you're facing off against the Greatest Assassin Ever (Rogue-20) and just stand there, you're going to be a meaningless puddle in under a round. Five hits, you're dead. If you're 20th level, you'll want Epic battles full of exciting cuts, ripostes, sparks flying, the works. So that's what you get. Don't just stand there!</p><p></p><p>How about this idea:</p><p><strong>Attack in attack bonus order instead of initiative order</strong>.</p><p></p><p>For example, if Abel is a Fighter with +37/+32/+27/+22/+17/+12/+6/+1 and Bart is a Rogue with +30/+25/+20/+15/+10/+5. A single round of combat would go:</p><p></p><p>+37: Abel hits hard, following with</p><p>+32: a backhanded strike. Bart reels, following through the spin with</p><p>+30: a strike against Abel's side.</p><p>+27: Abel slashes upwards, catching Bart under the ribs</p><p>+25: Bart responds with a riposte</p><p>+22: Abel hits Bart across his face</p><p>+20: Bart locks blades, misses</p><p>+17: Abel pushes his back with a forceful strike</p><p>+15: Bart lunges, draws blood again</p><p>+12: Abel closes, misses</p><p>+10: Bart slices Abel's side</p><p>+6: Abel feints, narrowly misses</p><p>+5: Bart follows through, hits again</p><p>+1: Abel misses wildly</p><p></p><p>All in one round still, but perhaps a better solution. Combats at high level should be faster and deadly. Gods do not fight other gods lightly.</p><p></p><p>Hmmm. That would work at low level too. I'm suddenly tempted to ditch initiative completely and just go in attack bonus order. It's more Microliteish.</p><p></p><p>Ry, good points about Reserve. Psychology, dude. The survival mechanism outweighs the heroism mechanism every time, so Reserve will get stored. Darn those cautious players! </p><p></p><p>Kensanata,</p><p></p><p></p><p>You know me too well! <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>We've play-tested parties of 0th, 1st-7th (current game level), 10th, 15th and 20th level characters in combat in /actual role-playing situations/ which is very different to using math-theory calculations. I'll write up examples (from memory) tomorrow and drop them into the Macropedia. In each case, Microlite20 was "good enough" to handle what we threw at it. Rules-lite meant we concentrated on role-playing rather than calculations, but the consensus was that they reflected a level of cinematic realism we liked. Of course, I'd love to hear more of other folks too!</p><p></p><p>popeclayton, thanks for adding to the Conversion notes.</p><p></p><p>I tend to avoid adding skills in the monster listings so they can be customised when they're needed. All creatures get skill bonuses = HD. If they're intelligent, they get +3 to one of the skills (to reflect training and learning by practice). As the Darkmantle isn't particularly clever, I'd just give it all skills @ +5, though a particularly bright one might get +3 to one - most likely Sub.</p><p></p><p>Yes, that does mean a Darkmantle has +5 Know. I'd judge MIND to be about 2, so they're at -4. That gives Know+MIND of +1. Enough to know what's tasty (halfling!) and what's dangerous. </p><p></p><p>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. Given that D&D itself is a kinda funky broken system (which bits are broken and which aren't is open to continual debate) and Microlite20 is D&D with most, but not all, the rules removed, it's never going to <em>be</em> perfect. </p><p></p><p>And I like it that way <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: 3294318, member: 4285"] Pilsnerquest, thanks for the feedback about the New Gods campaign setting. You're right, Pan males have it tough :) I'm more than tempted to run New Gods as a full campaign, and document the whole thing in a whole lot more detail than I put down so far. Maybe sometime, eh? Jezter, Microlite20 doesn't have a concept of BAB at all; your attack bonus is level+STR bonus (for melee) or level+DEX bonus (for missile. Fighters get a +1 to that at 1st and every 5 levels. I guess you could say that BAB=level, but it's redundant and incorrect. A STR 18 Fighter could have a melee to-hit of +6/+1 at 1st level in Microlite20, and that's impossible in d20. BAB is a misleading term. While AC doesn't scale the way to-hit bonuses do, 20th level character is unlikely to have AC that same as his 1st level simply because she'll have a tonne of magical armour, rings, bracers and all the rest of the frippery of near-Epic level power. I'd estimate a 20th level character would have around a +10 AC bonus from all those enchanted items. The best magical weapon they'll have would be around a +5, so AC jumps ahead in the arm's race. The example I gave comparing a 20th level Fighter with a 20th level Rogue ignored magical items completely, because I was comparing like with like; it's fair to say the 20th level PCs would have similar-power magical equipment, so I just removed it from the equation. More to the point, I didn't put it in so I didn't need to take it out :) Going back a step, a 20th level character is still mortal and just can't soak up damage like their D&D counterparts. I didn't want PCs with hundreds of hit points to slow down combat or charge Uber-monsters because they know they can survive anything it throws at them. For example, a 20th level D&D Fighter would have around 155hp. That's enough to be bitten by a Tarrarasque five times and still walk away. In Microlite20, the hit points are higher at low levels and lower at high levels. This favours the little guy, but demands tactics at high levels. If that's a problem, feel free to adjust the hit points rules to suit :) .....which is kinda accurate if you think about it. If you're facing off against the Greatest Assassin Ever (Rogue-20) and just stand there, you're going to be a meaningless puddle in under a round. Five hits, you're dead. If you're 20th level, you'll want Epic battles full of exciting cuts, ripostes, sparks flying, the works. So that's what you get. Don't just stand there! How about this idea: [b]Attack in attack bonus order instead of initiative order[/b]. For example, if Abel is a Fighter with +37/+32/+27/+22/+17/+12/+6/+1 and Bart is a Rogue with +30/+25/+20/+15/+10/+5. A single round of combat would go: +37: Abel hits hard, following with +32: a backhanded strike. Bart reels, following through the spin with +30: a strike against Abel's side. +27: Abel slashes upwards, catching Bart under the ribs +25: Bart responds with a riposte +22: Abel hits Bart across his face +20: Bart locks blades, misses +17: Abel pushes his back with a forceful strike +15: Bart lunges, draws blood again +12: Abel closes, misses +10: Bart slices Abel's side +6: Abel feints, narrowly misses +5: Bart follows through, hits again +1: Abel misses wildly All in one round still, but perhaps a better solution. Combats at high level should be faster and deadly. Gods do not fight other gods lightly. Hmmm. That would work at low level too. I'm suddenly tempted to ditch initiative completely and just go in attack bonus order. It's more Microliteish. Ry, good points about Reserve. Psychology, dude. The survival mechanism outweighs the heroism mechanism every time, so Reserve will get stored. Darn those cautious players! Kensanata, You know me too well! :) We've play-tested parties of 0th, 1st-7th (current game level), 10th, 15th and 20th level characters in combat in /actual role-playing situations/ which is very different to using math-theory calculations. I'll write up examples (from memory) tomorrow and drop them into the Macropedia. In each case, Microlite20 was "good enough" to handle what we threw at it. Rules-lite meant we concentrated on role-playing rather than calculations, but the consensus was that they reflected a level of cinematic realism we liked. Of course, I'd love to hear more of other folks too! popeclayton, thanks for adding to the Conversion notes. I tend to avoid adding skills in the monster listings so they can be customised when they're needed. All creatures get skill bonuses = HD. If they're intelligent, they get +3 to one of the skills (to reflect training and learning by practice). As the Darkmantle isn't particularly clever, I'd just give it all skills @ +5, though a particularly bright one might get +3 to one - most likely Sub. Yes, that does mean a Darkmantle has +5 Know. I'd judge MIND to be about 2, so they're at -4. That gives Know+MIND of +1. Enough to know what's tasty (halfling!) and what's dangerous. 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. Given that D&D itself is a kinda funky broken system (which bits are broken and which aren't is open to continual debate) and Microlite20 is D&D with most, but not all, the rules removed, it's never going to [i]be[/i] perfect. And I like it that way :) [/QUOTE]
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