Well. I think I've finished doing all I want to Microlite20 via my house rules.
I still think it's the same game, but I gave the players access to Martial stances.. ha
Stats
40 Points.
Stat bonus = (STAT-10)/2, round down.
Races
Humans get +1 to all skill rolls
Dwarves get +2 MIND
Barbarians get +2 STR
Elves get +2 DEX
Classes
The classes are Fighter, Rogue, Mage, Cleric. Characters begin at Level 1.
Fighters wear any kind of armour and use all shields. They have a +3 bonus to Physical and add +1 to all attack and damage rolls. This increases by +1 at 4th level and every four levels on
Rogues can use medium armour. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack, this is automatic when flanking. Rogues also gain Evasion.
Magi wear no armour. They can cast arcane spells, and gain a +3 bonus to Knowledge. They can summon a familiar or improved familiar for free. They may keep a summoned monster summoned as long as they want but this keeps the amount of HP's used gone. They can only summon one like this at a time or must use a familiar.
Clerics can wear light armour and use shields (except tower). They cast divine spells and gain +3 bonus to Communication. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day. This can also be used to heal hp by the amount of the attack to a single target or half the amount rolled to all in a radius of 50 ft.
Skills
There are just 4 skills : Physical, Subterfuge, Knowledge and Communication. Roll higher than the given Difficulty Class to succeed.
All classe except Rogues must pick one skill at -3.
Skill rank = your level + any bonus due to your class or race.
Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers
For example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding a trap is Subterfuge + MIND bonus. Disabling a trap is Subterfuge + DEX bonus.
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 + Knowledge.
Magic
Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane spells in the SRD spell list. Metamagic works just as if you are casting a spell of the appropriate level. Such as a Silent Fireball would just be a level 4 spell.
Casting a spell of any kind costs Hit Points like Subdual Damage. The cost is 1 - double the level of the spell being cast:
Spell Level 0 1 2 3 4 5 6 7 8 9
HP Cost * 1 3 5 7 9 11 13 15 17
This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.
Casters get extra points to cast with equal to their MIND bonus.
The Difficulty Class (DC) for all spells is
10 + Caster Level + Caster's MIND bonus
Magi must use a Staff or Wand as an Arcane Focus, Clerics must use a Shield as their Divine Focus/Holy Symbol. Spells cannot be cast without them.
Fly Spell must have a Broom, Carpet, or Bed. Flying requries ride checks and acts as if the player is mounted.
Teleport works as a Port Key. 2 Mundane Objects must be set in certain places and must be outdoors. It takes 10 minutes casting time to set each item (20 minutes total). Dimension Door takes a full round action to cast and requires throwing a stone to the location wished to Dimension Door to. The location must also be within line of effect.
Once a caster knows an Energy Type and a Spell Area type, they may mix and match their types to form new spells when casting Evocation spells. This works as a "Free" Metamagic effect. For Example a Cone of Cold and a Fireball can make a Coldball.
Combat
Hit Points = STR Stat + 1d8/Level. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death. Fighters get 1d12 per level.
Roll d12 + DEX bonus for initiative order every round. A result of 12 gives you a +2 luck bonus this round.
Melee attack bonus = STR bonus + Level
Missile attack bonus = DEX bonus + Level
Magic attack bonus = MIND bonus + Level
Add attack bonus to d20 roll. If higher than your opponent's Armour Class (AC), it’€™s a hit. Natural 20 is automatically a critical doing maximum damage.
Roll 1d12 on the Critical Chart
1-2 Nothing
3 - offhand is hit, -2 Dex and can't use offhand. A shield or Gauntlet blocks this
4 - Mainhand, -2 Dex, can't use mainhand, weapon dropped if no Guard or Gauntlet
5 - Offarm, -2 Dex, -2 Str, Same as Off Hand, Shield and Arm Guards block this
6 - Mainarm, Same as off arm
7-8 Leg, -2 Str, -4 Dex, move at Half Speed. Leg Armor blocks this
9 - Stomach - +5 Damage, sickened, -4 Str. Plate Armor Blocks this
10 - Chest - stunned, -2 Str, Bleeding 1 point. Blocked by Plate armor
11 - Neck 20% Death, Bleeding 5 points
12 - Head 10% Death, -4 Mind, Stunned 1d4, +10 damage, blocked by Helmet
Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.
Add STR bonus to Melee damage, x2 for 2-handed weapons.
Armour Class (AC) = 10 + DEX bonus + Armour bonus.
Combat Options
Double Move
Two Melee Attacks
Move and Melee Attack
Single Ranged Attack
Move and Ranged Attack at -2
Cast Spell
Move and Ready Action at -2
-Ranged Attack
-Melee Attack
-Counter Spell
Ready an Action
Spell
Ranged Attack
Single Melee Attack
Aim +4 to Ranged Attack -4 AC
Charge +2 to Melee Attack -2 AC
Not using an Off Hand Weapon grants a +1 Shield Bonus to AC
Level Advancement
Each level adds:
+1d8+1 to Hit Points (1d12+1 for Fighters) Max at 1st Level
+1 to all attack rolls
+1 to all skills
If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to STR, DEX or MIND.
Fighters gain +1 to their attack and damage rolls at levels 4,8,12,etc.
Clerics and Magi gain access to new spell levels at levels 3,5,7,9,etc.
Assumed Feats
Power Attack - max of +5/-5 Used for called shots like Trip, Disarm, etc. at -5.
Combat Expertise - max of +5/-5
Item Creation - Comes at appropriate levels
Summon Familiar - Magi only
Precise Shot
Manyshot
Greater Cleaving
Improved Shield Bash (Light Shield Only, Fighter only)
Damage Reduction
Medium Armor (Except for Hide) gives 1/-, Breastplate gives 2/- DR.
Heavy Armor gives 3/- DR, Half Plate gives 4/- DR, full plate gives 5/- DR. This stacks with all other damage reduction.
Heavy Shields give DR from spells, spell like effects, and breath weapons. Heavy Shields give 2/- and Tower Shields give 4/-
Drama Dice
Drama Dice are 2d10's that can be used for a number of options.
Add to any dice roll before or after the roll (this includes damage)
Submit 1 to Re-Roll any dice roll
Submit 1 for a half action
Submit 2 for an full Action
Submit 3 to Cast Another Spell
Submit 1 for any Dramatic Situation in which the PC's plea to the GM (including saving your life!)
All PC's recieve 5 Drama Dice per level. They may be given as rewards or other reasons such as tough encounters or extra per session.
Martial Disciplines
All Classes may choose one martial discipline from the Tome of Battle: The Book of Nine Swords. They know all the stances and manuvers at appropriate levels and may perform them by spending HP's in the same way as spell casting. These hp's cannot be healed exactly like spell casting and recquire rest. These cost more than spell casting according to the chart below.
Discipline Level * 1 2 3 4 5 6 7 8 9
HP Cost * 3 5 7 9 11 13 15 17 19
I can't do spoiler tags
