About Microlite20

Do you remember when the gaming table was full of pizza and soda, not rulebooks, miniatures and dungeon tiles? Do you yearn for a role-playing game that doesn’t require weight training to carry all the books? Do you want to be able to hold all the rules in your head - or in your back pocket? And do you still want to use all those lovely monsters, adventures and game worlds too?

So do we!!

Microlite20 pocketbooks

Microlite20 pocketbooks

Microlite20 is a free role-playing game containing character generation, combat and rules for magic, monsters and level advancement. We have ripped the guts out of d20 leaving just the essence of the game. Skills are much simplified, there are no feats and combat is as simple as it gets. The original Microlite20 is a trimmed-down, subminiature version of the Primary Fantasy Tabletop RPG SRD rules that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy SRD (monsters, spells, adventures and equipment) could be used without conversion. It was designed for the 3.5 SRD but will work with the 3.0 SRD or even the PF SRD. The rules for character generation, combat, magic and level advancement take up a single sheet of paper, meaning it is perfect for introducing role-playing to new players, gaming one-shot adventures or tailoring into your own game system (and judging by the number of Microlite20 variants available, tailoring Microlite20 into your own game system is very popular). You can download a PDF copy of the original Microlite20 rules or a PDF copy of the more complete Microlite20 Purest Essence rules or you can browse through the library of Microlite20 supplements and variants in the Microlite20 section of the download area of the RetroRoleplaying web site.

You can talk with other Microlite20 fans in the Microlite20 group on Facebook: Microlite20 Fans. The official Microlite20 home page is Microlite20.net -- and after months of being down, the official site is slowly coming back!

Latest News and Information

On Facebook: At the moment, I’m just trying to work out specializations f

At the moment, I’m just trying to work out specializations for classes in “War Eagles,” my Microlite20 5e mod. Every class gets one at third level, just like in vanilla D&D5. I just want a reasonable mix of them, though. So far, I’ve got.

FIGHTER (d10 HD, Strength saves, Physical skill)
Brawler: Specialists in unarmed combat.
Gunslinger: Specialists with pistols.
Shock Trooper: Specialists with rifles and shotguns.
Skirmisher: Specialists in mobile combat.
Survivor: Specialists in getting their ass kicked and not dying.

FLYING ACE (d8 HD, Dexterity saves, Piloting skill)
Small Planes: Specialized in flying small, one- or two-man airplanes.
Large Planes: Specialized in flying larger planes with larger crews.
Stunt Flyer: Can make planes do stunts better than any other pilot out there.
Wingman: Not much of a pilot on his own, but works great helping other pilots.

MYSTIC (d6 HD, Intellect saves, Knowledge skill)
Black Mage: Offensive spells cost less mana to cast.
Magus: Capable of mixing strange magicks with martial techniques.
Time Mage: Spells that affect the flow of time cost less mana to cast.
White Mage: Protective and healing spells cost less mana to cast.

SCIENTIST (d6 HD, Intellect saves, Knowledge skill)
Chemist: Capable of creating potions and explosives from scratch.
Flight Engineer: Can patch an airplane up after it endures some .50-caliber “occupational hazards.”
Medic: Can patch a humanoid up after they endure some .45-caliber “occupational hazards.”

SCOOP (d8, Charisma saves, Communication skill)
You know, it’s really hard to come up with archetypes based on being a reporter! That said, I’ve got…
Detective: Can compel truths, detect lies, and see the unseen through sheer guile and instinct.
Two-Fisted Reporter: A reporter that can hold her own in a scuffle!

SCOUNDREL (d8, Dexterity saves, Subterfuge skill)
Assassin: If you need to reach out and touch someone (in the back.) (Of their head.) assassins excel at that.
Spy: Infiltration and disguise specialists.
Thief: A classic pickpocket, second-story man, and safecracker.

If anyone’s got any ideas for classes and/or specializations, let me know! I’ll see what I can do for them!

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On Facebook: Let’s do a quick preview of the Flying Ace…

Let’s do a quick preview of the Flying Ace…

Flying Ace
HP: d8/level
Proficiency: Unarmed attacks, knives, one-handed firearms, light armor, Dexterity saves, Flying skill
Extra Attack: Gain a second attack at 5th level.
Path: Choose one of the following pilot licenses at 3rd level.

Small Planes
Add your proficiency bonus to the Defense of any small plane (Fighter, Interceptor) you fly.
As a bonus action, you may take the Dodge or Dash actions when flying a small plane.

Large Planes
Add your proficiency bonus to the Defense of any large plane (Bomber, Air Carrier, Dreadnought) you fly.
As a reaction, you may halve incoming damage on an attack against your plane that you can see coming.

Stunt Flyer
You gain four stunt dice (d8s) that you may use on aerial stunts. These dice become d10s at 10th level. Whenever you take a short rest, you recover all four of these dice.

To perform aerial stunts (such as the somersault, Immelmann turn, split S, Chandelle, high/low yo-yo, and so on) you make a flight roll (d20 + Dex + proficiency bonus) to successfully pull off the stunt. The saving throw DC for aerial stunts, if necessary, is 8 + your Dex or Int (your choice) + proficiency. You know three stunts and learn an additional stunt at 7th, 11th, 15th, and 19th levels.

[Note to self: Add list of aerial stunts.]

As a bonus action, you can give one ally who is flying a small plane a bonus action. They must use this to either Attack or Disengage.
As a reaction, you may direct one attack made against an ally’s plane towards your plane. The attack targets your plane’s Defense instead of your ally’s.


As always, additions, recommendations, and suggestions are appreciated, as are new licenses!

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On Facebook: After looking at Microlite20 Fifth Edition and my current se

After looking at Microlite20 Fifth Edition and my current setting, I want to give each character class different paths, similar to D&D Fifth. Right now, I’m thinking for the fighter class:

HP: d8 + 2/level
Proficiency: All weapons, all armor, Strength saves, Physical skill
Extra Attack: Gain a second attack at 5th level and a third at 9th level.
Path: Choose one of the following fighting styles at 3rd level.

+Proficiency to unarmed damage (passive)
Make [Proficiency] unarmed attacks (bonus action)
Defense = 10 + Dexterity + Intellect or armor bonus

+Proficiency to one-handed firearms (coat pistol, revolver, .45 pistol) damage
Firearms stunt – Coat pistols, revolvers, and .45 may knock prone or shove as a standard unarmed attack
Reload one-handed firearms as no action (instead of minor for .45 pistol, standard for revolvers)

Shock Trooper:
+Proficiency to two-handed firearms (rifle, shotgun, drakkhen gun, battle rifle) damage
When firing battle rifle, may target 5′ x 20′ line instead of 10′ square
May reroll 1 or 2 on damage dice for two-handed firearms; new result is final, even if it’s another 1 or 2

+Proficiency to knife or one-handed sword damage (passive)
Gain cover bonus (+2 Defense) when triggering opportunity attacks by movement

If anyone has ideas for other fighter paths (or ways to beef any of these up) I’m all for ’em!

STILL TO DO: The flying ace, mystic, scientist, scoop, and scoundrel classes.

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