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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="Satori" data-source="post: 3934234" data-attributes="member: 37233"><p>I've already started to tweak and modify the rule set. </p><p></p><p>This is what I've done so far:</p><p></p><p>Fighters add +1 to all attack and damage rolls every third level. They can wear any kind of armour and use shields. They have a +3 bonus to Physical.</p><p></p><p>Rogues can use light armour, one handed weapons melee and all ranged. They have a +3 bonus to Subterfuge, and are the only class that has access to this skill. If they attack an opponent before the opponent acts in a round, they add 1d4 x (level/2) damage to the first attack.</p><p></p><p>Mages wear no armour, and can only use weapons that do 1d6 or less. They can cast arcane spells, and gain a +3 bonus to Knowledge.</p><p></p><p>Clerics can wear light or medium armour, and can only use blunt weapons that do 1d6 or less. They can cast divine spells. They gain +3 bonus to Communication.</p><p></p><p>Hit Points = Max HD + STR bonus per level</p><p>HD: Fighter d10, Rogues d8, Casters d6</p><p> </p><p>Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus.</p><p></p><p>Mage Categories:</p><p>-Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up)</p><p>-Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop</p><p>-Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Power Word, 8th-</p><p></p><p>(as you can see, I'm hardly halfway done)</p><p></p><p>---</p><p></p><p>I like my PCs to be VERY survivable, so I've added a bit to the player power curve.</p><p></p><p>Also, I HATE waiting for players to dig through spell compendiums...and I hate making players wait while I do so.</p><p></p><p>Hence, the re-tooling of magic.</p><p></p><p>There are no longer hundreds of spells...only spell types.</p><p></p><p>Players are instead given the option of customizing these spell types to their needs.</p><p></p><p>PC 1: I want to shoot a 3rd level fireball!</p><p>Me: You take 3 HP.</p><p></p><p>PC 2: I would really have a more "dark" vibe to my character, so I'm going to shoot a 3rd level negative energy blast.</p><p>Me: You take 3 HP.</p><p></p><p>For the none damage spells, certain types of effects will have a level minimum, and I'm still trying to work out how I'll separate AoE versus Single Target. Add 2 levels maybe? Subtract a level for single target? i.e. A 3rd level Single Target spell does 6d6 damage, but counts as a 2nd level spell for HP loss.</p></blockquote><p></p>
[QUOTE="Satori, post: 3934234, member: 37233"] I've already started to tweak and modify the rule set. This is what I've done so far: Fighters add +1 to all attack and damage rolls every third level. They can wear any kind of armour and use shields. They have a +3 bonus to Physical. Rogues can use light armour, one handed weapons melee and all ranged. They have a +3 bonus to Subterfuge, and are the only class that has access to this skill. If they attack an opponent before the opponent acts in a round, they add 1d4 x (level/2) damage to the first attack. Mages wear no armour, and can only use weapons that do 1d6 or less. They can cast arcane spells, and gain a +3 bonus to Knowledge. Clerics can wear light or medium armour, and can only use blunt weapons that do 1d6 or less. They can cast divine spells. They gain +3 bonus to Communication. Hit Points = Max HD + STR bonus per level HD: Fighter d10, Rogues d8, Casters d6 Casters choose the level of their spell. Minimum levels are listed. See magic categories. DC = Spell Level + MIND bonus. Mage Categories: -Damage: Automatic hit, save for half, choose energy type, inflicts 1d6 per caster level. Spell level = Number of Damage Dice/2 (rounded up) -Control: 1st-Half Movement, 2nd-Held (Not Helples), 3rd-Helpless, 4th-Confusion, 5th-Wall, 6th-Anti-Magic, 7th-Teleport, 8th-Polymorph, 9th-Time Stop -Charm: 1st-Charm Person, 2nd-Sleep, 3rd-Suggestion, 4th-Charm Monster, 5th-Dominate Person, 6th-Geas, 7th-Power Word, 8th- (as you can see, I'm hardly halfway done) --- I like my PCs to be VERY survivable, so I've added a bit to the player power curve. Also, I HATE waiting for players to dig through spell compendiums...and I hate making players wait while I do so. Hence, the re-tooling of magic. There are no longer hundreds of spells...only spell types. Players are instead given the option of customizing these spell types to their needs. PC 1: I want to shoot a 3rd level fireball! Me: You take 3 HP. PC 2: I would really have a more "dark" vibe to my character, so I'm going to shoot a 3rd level negative energy blast. Me: You take 3 HP. For the none damage spells, certain types of effects will have a level minimum, and I'm still trying to work out how I'll separate AoE versus Single Target. Add 2 levels maybe? Subtract a level for single target? i.e. A 3rd level Single Target spell does 6d6 damage, but counts as a 2nd level spell for HP loss. [/QUOTE]
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