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Microlite5E - A slim hack of fifth edition that's backwards compatible (Jan 2016: now with 2-page class sheets)
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<blockquote data-quote="Sanglorian" data-source="post: 6778761" data-attributes="member: 83822"><p>Thanks for your feedback, everyone. I must have missed the last alert that there'd been replies, so some of these are responses to comments from a couple of months ago. </p><p></p><p></p><p></p><p>That does sound like a tough fight! Thanks for the feedback, meomwt. Are there things that you'd change about the monster generation rules for next time?</p><p></p><p></p><p></p><p>Thanks EditorBFG. </p><p></p><p>(a) I've chosen the damage based on what would be available to a full 5E character - and so the einhander approach is strictly worse than dual-wielding/double-handed weapon. However, a feat that rewards fighting one-handed sounds like a good feat - I'll see what I can come up with. </p><p></p><p>(b) Hmm, this would be an interesting hypothesis to playtest. The feature is similar to the Lucky feat, so we could see if having the Lucky feat affects how a player sees Inspiration. </p><p></p><p>(c) Flurry of blows is usually an unattractive option, but it is useful where a monster has low hit points - either because they've been beaten down or because they're naturally weak. In those cases, flurry of blows potentially lets you strike down two enemies instead of one. </p><p></p><p>(d) Good idea - in future versions I'll change the title to "Optional Modules". </p><p></p><p>(e) Also a good idea. I'll see what I can come up with. </p><p></p><p>(f) and (g) I'm reluctant to change the rules to be very different from regular 5e ... but I do find reserve points very elegant. Hmm, another one for me to think about.</p><p></p><p>(h) In the next version, I'll add a way of getting Inspiration through role-playing - but I'll also keep the encounter-based Inspiration method (it's based on milestones in 4E). </p><p></p><p>(i) Light armour does max out at 17 (+2 for a shield, as in the PHB). However, I think people are right that heavy armour should match plate armour in the PHB - in the next version I'll change it to AC 18. </p><p></p><p>(j) A key motivation for Microlite5E is to remove trap choices, meaningless distinctions and pissant bonuses, while keeping substantial and meaningful choices. Ideally, Microlite5E characters will be almost as robust as 5E characters, but with many fewer decision points for character creation and with fewer moving parts. </p><p></p><p>The inspiration for Microlite5E was watching new players struggle with character creation. Experienced players can blaze through 5E character generation, but newbies will stumble. </p><p></p><p>Thanks for the detailed thoughts! </p><p></p><p></p><p></p><p></p><p></p><p>Hi CapnZapp. I've never thought of microlite as being defined by the number of pages. I think of it as the game experience as a whole. I've tried to put in clear language and a number of examples, which might increase the page count but will - hopefully! - make playing the game simpler.</p><p></p><p></p><p></p><p></p><p></p><p>Hi Saeviomagy, I haven't made medium armour plainly inferior to heavy armour. It's superior for anyone with a STR below +2, or for people who don't want disadvantage on Stealth rolls. That's how it is in 5E as well - I've gone with 5E values for all armours (I based heavy armour on the second-most expensive armour, splint, whereas medium and light armour are based on the most expensive armour in the category - but I think I will revise that). </p><p></p><p>The primary abilities are based on 5E's primary abilities. STR and DEX are listed as primary abilities for fighters, but STR and CHA are listed for paladins. However, there's a module called Ability Score Flexibility that allows you to mix it up: a DEX-based paladin is perfectly appropriate. </p><p></p><p>From memory I gave the fighter a bit of a melee boost to account for it being so focused on fighting. It shouldn't be a problem to boost the paladin's one-handed damage up, however. </p><p></p><p>Thanks all for the responses.</p></blockquote><p></p>
[QUOTE="Sanglorian, post: 6778761, member: 83822"] Thanks for your feedback, everyone. I must have missed the last alert that there'd been replies, so some of these are responses to comments from a couple of months ago. That does sound like a tough fight! Thanks for the feedback, meomwt. Are there things that you'd change about the monster generation rules for next time? Thanks EditorBFG. (a) I've chosen the damage based on what would be available to a full 5E character - and so the einhander approach is strictly worse than dual-wielding/double-handed weapon. However, a feat that rewards fighting one-handed sounds like a good feat - I'll see what I can come up with. (b) Hmm, this would be an interesting hypothesis to playtest. The feature is similar to the Lucky feat, so we could see if having the Lucky feat affects how a player sees Inspiration. (c) Flurry of blows is usually an unattractive option, but it is useful where a monster has low hit points - either because they've been beaten down or because they're naturally weak. In those cases, flurry of blows potentially lets you strike down two enemies instead of one. (d) Good idea - in future versions I'll change the title to "Optional Modules". (e) Also a good idea. I'll see what I can come up with. (f) and (g) I'm reluctant to change the rules to be very different from regular 5e ... but I do find reserve points very elegant. Hmm, another one for me to think about. (h) In the next version, I'll add a way of getting Inspiration through role-playing - but I'll also keep the encounter-based Inspiration method (it's based on milestones in 4E). (i) Light armour does max out at 17 (+2 for a shield, as in the PHB). However, I think people are right that heavy armour should match plate armour in the PHB - in the next version I'll change it to AC 18. (j) A key motivation for Microlite5E is to remove trap choices, meaningless distinctions and pissant bonuses, while keeping substantial and meaningful choices. Ideally, Microlite5E characters will be almost as robust as 5E characters, but with many fewer decision points for character creation and with fewer moving parts. The inspiration for Microlite5E was watching new players struggle with character creation. Experienced players can blaze through 5E character generation, but newbies will stumble. Thanks for the detailed thoughts! Hi CapnZapp. I've never thought of microlite as being defined by the number of pages. I think of it as the game experience as a whole. I've tried to put in clear language and a number of examples, which might increase the page count but will - hopefully! - make playing the game simpler. Hi Saeviomagy, I haven't made medium armour plainly inferior to heavy armour. It's superior for anyone with a STR below +2, or for people who don't want disadvantage on Stealth rolls. That's how it is in 5E as well - I've gone with 5E values for all armours (I based heavy armour on the second-most expensive armour, splint, whereas medium and light armour are based on the most expensive armour in the category - but I think I will revise that). The primary abilities are based on 5E's primary abilities. STR and DEX are listed as primary abilities for fighters, but STR and CHA are listed for paladins. However, there's a module called Ability Score Flexibility that allows you to mix it up: a DEX-based paladin is perfectly appropriate. From memory I gave the fighter a bit of a melee boost to account for it being so focused on fighting. It shouldn't be a problem to boost the paladin's one-handed damage up, however. Thanks all for the responses. [/QUOTE]
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Microlite5E - A slim hack of fifth edition that's backwards compatible (Jan 2016: now with 2-page class sheets)
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