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Microlite74 (Draft Rules Discussion)

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Author Topic: Microlite74 (Draft Rules Discussion)  (Read 4148 times)
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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