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Microlite74 (Draft Rules Discussion)

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randalls
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« Reply #15 on: June 18, 2008, 09:38:00 pm »

Microlite74 Rules (Public Draft 3)

Stats
There are 3 stats : Strength (STR), Dexterity (DEX) and Mind (MIND). Roll 3d6. Total the 3 dice and allocate to one of the stats. Repeat for remaining stats.

Stat bonus = (STAT-10)/2, round down.

Races

    * Humans get +1 to all stats
      can be any class  (suggested max level 12-14)
    * Elves get +2 MIND
      can be Fighters or Magic-Users, max level 8
    * Dwarves get +2 STR
      can be Fighters, max level 8
    * Halflings get +2 DEX
      con be Fighters, max level 6

Classes
The classes are Fighter, Magic-User, Cleric. Characters begin at Level 1.

Fighters wear any kind of armour or weapon and may use shields. They add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels thereafter.

Magic-Users wear no armour and can only use daggers or staves as weapons. They can cast arcane spells.

Clerics can wear light or medium armour and use shields, but cannot used edged weapons. They cast divine spells. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded, the undead flees; if exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.

Skills
There are no skills in Microlite74. Instead players are expected to think like adventurers, tell the GM what they are doing and the GM decides if it will succeed in the situation. If the GM decides a random success chance is truly needed, roll 1D20 + level if the character is attempting something directly related to their class, 1d20 + (level/2) otherwise. Roll higher than the GM assigned Difficulty class to succeed.

Magic
Magic-Users can cast any arcane spell from the Microlite74 list, and Clerics any divine spell from the Microlite74 list, with a spell level equal or below 1/2 their class level, rounded up. A Magic-Users starts with three first levels arcane spells in his spell book and can add more spells by finding (or buying) them on scrolls or books and copying them into his spell book. Clerics do not need spell books and automatically have access to all divine spells of a level they can cast (use of certain spells may be forbidden by the cleric's deity, however).

Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast:

Spell Level   1   2   3   4   5   6
HP Cost       3   5   7   9  11  13

This loss cannot be healed by magic or first aid but is recovered after 8 hours rest. There is no need to memorize spells in advance. Just because a character can cast any spell, doesn't mean that they should. Choose spells that suit the character. Select one "signature" spell per spell level from 1st upward that the character prefers to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

For purposes of things like dispelling, the Difficulty Class (DC) for a spell is 10 + Caster Level + Caster's MIND bonus

Combat
Hit Points = STR Stat + 1d6/Level. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.

Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc.

    * 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. If a natural 20 is rolled for an attack that hits, a critical doing maximum damage is scored.

Fighters can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters 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.

All weapons do 1d6 damage, add STR bonus to Melee damage. Fighters wielding two weapons roll 1d6 twice and use the higher roll.
Armour Class (AC) = 10 + DEX bonus + Armour bonus. Basic Armor Bonuses: Light Armor (e.g. leather) +2, Medium Armor (e.g. Chainmail) +4, Heavy Armor (e.g. Plate) +6; a shield adds +1.

Healing: All characters recover hit points lost due to wounds and damage at a rate equal to one-half their level (round up) in hit points per night of rest. (In addition, Magic-Users and Clerics recover all hit points lost due to spell casting with a night's rest.) If a character has lost strength due to wounds, no hit points are recovered, but the character regains lost strength at the rate equal to their STR Bonus (minimum of 1 point regained) per full day of rest.

Monsters
See the Monster List. To create new monsters, assign Hit Dice (d6 for most things, d8 for Dragons, Demons and Undead). Attack bonus = number of Hit Dice. Damage = hit die type + (number of hit dice/2, round down). If it is an intelligent monster, give it a +3 bonus to attack. Intelligent monsters may have classes at the GM's option. If needed, assign stats to suit. Equip and add abilities as required.

Energy Drain: Certain undead and demonic monsters can drain energy levels from characters. Each energy level drained subtracts one from any roll to which the character would add his level (or his level/2). 1 point of energy drained is recovered every L days where L is equal to the hit dice of the monster that drained the energy level.

Other Hazards
Falling : 1d6 damage per 10', half damage on DEX save. DC = depth fallen in feet
Spikes : add +1 point to falling damage per 10' fallen, max +10
Poison : STR save to avoid or for half, depending on poison. Effect varies with poison type.
Extreme Heat & Cold : If not wearing suitable protection, STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.

Level Advancement
Experience Points (XP) = Hit Dice of defeated monsters, or the DM assigned assigned XP for the trap, situation, etc. Add +1 for each doubling of the number of foes. e.g.: 1 kobold (a 1 hit die monster) = 1 XP. 2 kobolds = 2 XP. 4 kobolds = 3 XP, 8 kobolds = 4 XP etc.

Add up the Experience Points (XP) of every successful encounter you take part in. When the total = 15 x your current level, you've advanced to the next level. Reset the total to 0 after advancing.

Each level adds:

    * +1d6 to Hit Points
    * +1 to all attack rolls

(Note that both the above are already included in the attack and hit point formulas given in the rules.)

If the level divides by four (i.e. level 4, 8, 12, etc.) add 1 point to STR, DEX or MIND (player's choice).

Fighters gain +1 to their attack and damage rolls at levels 5, 10, 15, etc.

Clerics and Magic-Users gain access to new spell levels at levels 3, 5, 7, 9, and 11. When a Magic-User gains access to a new spell level he gets one spell of the new level added to his spell books. The player may select the spell subject to DM veto.
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randalls
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« Reply #16 on: June 18, 2008, 09:38:52 pm »

Microlite74 Spell Lists (Public Draft 3)

Arcane (Magic-User) Spells

Unless stated otherwise in the spell description, spells have a duration of level minutes and a range of level x 10 yards.

1st Level                   

Detect Magic: Detects spells and magic items within 60 feet.
Hold Portal: Holds door shut.             
Read Magic: Read scrolls and spellbooks. Duration: one reading.
Read Languages: Read any written language. Duration: Level x 10 minutes.
Protection/Evil: +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters. Affects one target.
Light: object lights up all 30 ft radius, not full daylight.
Charm Person: Makes one person your friend and strong ally. Save again every level days or when asked to do something obviously against the person's interest.
Sleep: Puts 4d6 HD of beings into magical slumber. Creatures with more than 4 hit dice are not affected. Duration: level x 10 minutes.
                     
2nd Level         
Detect Invisible: Detect invisible items and beings within 60 feet.
Levitate: Subject moves up and down at your direction. Speed: level yards per minute.
Phantasmal Forces: Vivid illusions of nearly anything the caster envisions, lasts as long at the caster concentrates. Damage caused is real if target believes illusion.
Locate Object: Senses direction toward an object (specific or type) Duration: level x 10 minutes. Range: level miles.
Invisibility: Subject is invisible until broken by caster, some outside force, or until it attacks     
Wizard Lock: Locks door like Hold Portal. Permenant until dispelled. Knock opens without dispelling. Caster can pass through without lifting spell.
Detect Evil: Reveals evil thoughts/intent or evil items.
ESP: Allows Caster to read surfaces thoughts of target.
Continual Light: object lights circle with 120 ft radius until disspelled, not full daylight.   
Knock: Opens locked or magically sealed door or other door-like barrier.
                 
3rd Level                 
Fly: Subject can fly at a speed of 60 feet per minute
Hold Person: Paralyzes 1-4 targets for 1 minute/level. Cast at single target, save at -2 and double duration.
Dispell Magic: Cancels magic effects and spells. (Magic Attack vs Spell's DC for success) Duration: instant but effects permanent. Range: touch.
Clairvoyance: See at a distance for 1 minute/level.
Clairoudience: Hear at a distance for 1 minute/level.
Fire Ball: 1d6/level fire damage, 20 foot burst, range: 240 feet, duration: instant
Lightning Bolt: 1d6/level electrical damage, range: 240 feet, duration: instant
Protection/Evil, 10' r.: +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters to all within 10 foot circle around subject.
Invisibility, 10' r.: Subject and those within 10 feet of him are invisible until broken by caster, some outside force, or until one attacks
Infravision: See in the dark
Slow Spell: Subjects (up 24 beings in a 60x120 foot area) slowed by 50%. (Counters Haste)
Haste Spell: Subjects (up 24 beings in a 60x120 foot area) double in speed, taking two actions at a time. (Counters Slow)
Protection/Normal Missiles: Non-magical thrown and missile weapons automatically miss.
Water Breathing: Subject can breathe water for 10 minutes/level

4th Level                 
Polymorph Self: Change self to form of another being, does not get special powers but retains own intelligence. Lasts 60 + 10/level minutes.
Polymorph Others: Change another into another being. Change is complete and includes gaining special abilities and mind of creature. Lasts until dispelled.
Remove Curse: Frees subject from a curse.  Duration: instant but effects permanent.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall lasts as long as caster concentrates on it.
Wall of Ice: Creates wall of ice with 15 hp +1/level.  Wall lasts an long as caster concentrates on it.
Confusion: Subjects (up to 2d6 hit dice, only 4+ HD get save) behaves oddly and cannot act effectively for 6 + 1/level minutes.
Charm Monster: Makes one monster of 3+ hit dice (or 3d6 monsters of less than 3 hit dice) believe they are the caster's strong ally. Save again every level days or when asked to do something obviously against the being's interest.
Growth/Plant: Plants in an area up to 30x30 yards become overgrown and nearly impassible. Lasts until dispelled or plants killed.     
Dimension Door: Teleports subject a short distance (20 x level feet). Duration: instant.
Wizard Eye: Allows sending an invisible eye up to 250 feet away which relays all it sees to the caster. Moves up to 10 feet/level each minute. Duration: 5 minutes/level.
Massmorph: Makes large body of humanoids appear to be trees until dispelled or negated by caster. Creatures may move and still appear to be trees.         
Hallucinatory Terrain: Makes one type of terrain appear like another type until dispelled or area entered by an opponent.


5th Level           
Teleport: Instantly transports subject up to 100 miles/level. Caster must known target location exactly.
Hold Monster: As Hold Person, but any creature.       
Conjure Elemental: Conjures one elemental who will serve the caster for up to 10 minutes/level.
Telekenesis: Moves object by mental power. Up to level squared in pounds.     
Transmute Rock-Mud: Transforms a 10 foot cube per level. Duration: permanent.
Wall of Stone: Creates a wall of stone in any shape. 100 square feet (2 feet thick) per level. Lasts until destroyed on dispelled.     
Wall of Iron: creates a thin wall of iron, lasts 10 minutes/level.
Animate Dead: Create undead skeletons or zombies from dead bodies. 1 per level.
Magic Jar: Moves cast's spirit/mind to a fixed object from which caster can try to possess others. Magic Attack vs DC of (10 + Mind bonus + target level or hit dice).  New save every level days. Duration: until dispelled or caster ends spell.
Contact Higher Plane: Lets Caster ask yes/no question of other planar entity, 1 question per level. Chance of correct answer 5% per level, maximum 95%.
Pass-Wall: Creates a passage up to 10 + 1/level feet long through a wood or stone wall.
Cloudkill: creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. 30 feet in diameter. Moves with wind.
Feeblemind: Subject's MIND drops to 1.
Growth/Animal: One animal per two levels grows to giant size. Lasts 1 minute/level.

6th Level
Stone-Flesh: Turns subject into a stone statue (or vice versa). Duration: permanent.
Reincarnation: Restores dead person to life in a random (usually humanoid) form.
Invisible Stalker: Summons an invisible stalker, an extra-dimensional monster, under the control of the Magic-User who may give it a single mission which it will carry out until it is finished.
Lower Water: Lowers bodies of water 50%.
Part Water: Parts bodies of water up to 5 feet/level deep.
Projected Image: Project an image of yourself that can sense and talk as if you were the image. Range: 240 feet. Lasts 10 minutes/level. Other spells cast come from the image.
Anti-Magic Shell: Negates magic within 10 ft.
Death Spell: Kills 2D8 beings with less than 7 hit dice with a 60 by 60 foot area. Duration: instant but effect permanent.
Geas: Force a creature to obey one long-term order. Duration: until order completed or level months pass, whichever comes first.
Disintegrate: Makes one creature or non-magical object vanish, turning it to fine dust.
Move Earth: Move small hills, dig ditches and moats, etc.
Control Weather: Caster can adjust weather.


Divine (Cleric) Spells

Unless stated otherwise in the spell description, spells have a duration of level minutes and a range of level x 10 yards.

1st Level                   
Cure Light Wounds (Reversible): Cure 1d6+(1/level) hits of wounds. Duration: instant but effects permanent. 
Purify Food & Water(Reversible): Purifies 1 cubic foot/level of food or water. Duration: instant but effects permanent.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Evil (Reversible): Reveals evil thoughts/intent or evil items.       
Protection/Evil (Reversible): +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters. Affects one target.
Light (Reversible): object lights circle with 30 ft radius, full daylight.

2nd Level         
Find Traps: Notice traps within 5ft/level.
Hold Person: Paralyzes 1-4 targets for 2 minutes/level. Cast at single target, save at -2 and double duration.
Bless: Allies gain +1 on attack rolls, saves against fear, and morale checks.
Speak with Animals: Can understand and speak with animals.

3rd Level
Remove Curse (Reversible): Frees subject from a curse. Duration: instant but effects permanent.
Cure Disease: Cures any disease. Duration: instant but effects permanent.
Locate Object: Senses direction toward object (specific or type)
Continual Light (Reversible): object lights circle with 120 ft radius until dispelled, full daylight.

4th Leve1                 
Neutralize Poison: Immunizes subject against poison (normal duration) OR detoxifies venom in or on subject (instant but effects permanent).
Cure Serious Wounds (Reversible): Cures 2d6+(2/level) hit points. Duration: instant but effects permanent.
Protection/Evil, 10'r (Reversible): +2 to AC and saves, counter mind control, hedge out elementals and enchanted monsters to all within 10 foot circle around subject.
Turn sticks to snakes: Turns up to level sticks into vemonous serpents. (bite: level points of damage. attack: as level/2 hit dice monster)
Speak with plants: Can understand and speak with plants.
Create Water: Creates water, enough for up to 12 people and their horses for one day. Duration: instant but effects permanent.
 
5th Level
Dispell Evil (Reversible): Works like Dispel Magic, but affects any evil sending or evil spell. Duration: instant but effects permanent.
Raise Dead (Reversible): Restores life to subject who died as long as one day/level ago. Duration: instant but effects permanent.
Commune: Cleric's Deity truthfully answers one yes-or-no question/level.
Quest: Force a creature to obey one long-term order. Duration: until order completed or level months pass, whichever comes first.
Insect Plague: Locust swarms attack creatures.
Create Food: Creates food, enough for up to 12 people and their horses for one day. Duration: instant but effects permanent.
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« Reply #17 on: June 27, 2008, 06:30:21 pm »

A quibble about charm person: one of the thing I love the about 1974 LBB rules is the brief, open-to-interpretation spell descriptions, and charm person is one of the standouts in this regard.  Unlike later editions, the spell description doesn't say anything about the victim thinking he's your friend and such; it says "completely under the influence."  That wording (or similar wording) makes the spell potentially much more potent.  And I think it makes charm person much more like the charms you see in fiction or movies (e.g. Indiana Jones coming under the influence of Kali in Temple of Doom).  Just food for thought.
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« Reply #18 on: June 28, 2008, 06:11:34 pm »

A quibble about charm person: one of the thing I love the about 1974 LBB rules is the brief, open-to-interpretation spell descriptions, and charm person is one of the standouts in this regard.  Unlike later editions, the spell description doesn't say anything about the victim thinking he's your friend and such; it says "completely under the influence."

I've always thought that wording a bit troublesome, but you are right, M74 should be more like the original.  How about the following?

Charm Person: Brings one living humanoid target totally under your influence. Target may save again every level days or when asked to do something very obviously against the person's interest.
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