View Full Version : Microlite20 Modification

2010-09-02, 12:51 PM
Reposting this here, since it seems to make more sense, and I got no response from the Roleplaying board.

System Rules (extremely short) can be found here. (http://www.microlite20.net/node/3)

The full set (complete with Paladin, Ranger, Bard, Druid, and Illusionist) can be found as a downloadable PDF here. (http://www.forum.koboldenterprise.com/index.php?action=downloads;sa%3Dview;down%3D22)

So, I'm about to run a game using this system, with a group of players used to normal d20. My primary balance question is whether or not a fighter will be able to keep up. At first glance, a Fighter doesn't get much to keep up with spells, although it is the only base class able to use heavy armor and shields. The paladin can also use shields, I believe, but there is no restriction on weapons, so a Wizard can use a greatsword along with his robes if he wants.

Also worried about Rogues, since they're usually the skillmonkey, but in a system with only five skills, where the Rogue gets +3 to Subterfuge, and a Fighter gets +3 to Physical, the Rogue isn't particularly any more skilled than any other class. Technically, the Bard is a better skill monkey than the Rogue, since they get +2 to Subterfuge, Knowledge, and Communications, along with minor spellcasting after a certain level.

Also, with the lack of feats I'm worried that the players will be frustrated by the lack of customization options, wondering what I might be able to do about that. Thought about using aspects, or possibly giving the martial classes a 'maneuver list' similar to the spell list given in the base rules, having them cast from HP the same way. Not sure what that would do to balance, though.

Anyone here with experience with this system, or with balancing d20 homebrewing in general? The system is close enough that balance considerations should be able to be applied in a fairly similar fashion.