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: I’m about to start up an after school DnD club for 5th and 6

I’m about to start up an after school DnD club for 5th and 6th graders at my grade school. I’ll be using my D[M]20 rules. We’ll see what happens . . . I’ve had a lot of enthusiastic reponse from both kids and some parents as well as teachers. That and the principal has given me the go-ahead as well.

First meeting in February, with hopefully bi-weekly meetings happening every other Tuesday until the end of the year. I’m providing pre-gens for the first meeting and we’ll see how it goes from there . . .

I’ll keep ya’ll posted.

Read this Group Post and its Comments

On Facebook: Something ambitious. (WARNING: I hashed this out in my head

Something ambitious. (WARNING: I hashed this out in my head on a car ride home from my friends' place.)

Your character has the following ability scores: 15 (+2), 13 (+1), 10 (+), and 8 (-1). Distribute those among your Strength, Dexterity, Intellect, and Charisma.

You are a human. Your default Defense is 10 + your Dexterity mod.

Choose one of the following; they grant you a fragment of their power in your struggle against the Dark:

* Queen of Hearts: +2 Charisma
* Jack of Diamonds: +2 Intellect
* King of Clubs: +2 Dexterity
* Ace of Spades: +2 Strength
* The Jolly Joker: +1 to all four ability scores

Choose which one of Araki High School's clubs you belong to; this grants you proficiency with a skill.

* Athletics Club: Trained in Physical
* Science Club: Trained in Knowledge
* Drama Club: Trained in Communication
* Going-Home Club: Trained in Subterfuge
* Nature Club: Trained in Survival

Now the fun part. Your character's calling.

* Assault: 10 + Str mod HP (+6 HP per level), trained in Strength saves and Physical, has a Heavy Defense. Good at physical fighting and being tough.

* Lead: 8 + Str mod HP (+5 HP per level), trained in Intellect or Charisma saves and Communication, has a Medium Defense. Leader of a group of magical girls.

* Scout: 8 + Str mod HP (+5 HP per level), trained in Dexterity saves and Physical or Survival, has a Light Defense. Agile, observant combatants.

* Soul: 8 + Str mod HP (+5 HP per level), trained in Charisma saves and Knowledge, has a Medium Defense. They are the healers and menders of a group of magical girls.

* Support: 8 + Str mod HP (+5 HP per level), trained in Dexterity or Intellect saves and one skill of their choice, has a Medium Defense. Their specialty is direct teamwork.

* Techie: 6 + Str mod HP (+4 HP per level), trained in Intellect saves and Knowledge, has a Light Defense. Magitechnology experts, as well as being smart in general.

* Void: 6 + Str mod HP (+4 HP per level), trained in Dexterity saves and Physical, has a Light Defense. Spellslingers, but mostly the spells that go boom.

Notes on Defense:
* Human Defense is 10 + Dexterity mod. (When you are not transformed, this is your Defense!)
* Light Defense is 11 + Dexterity mod.
* Medium Defense is 13 + Dexterity mod. You have disadvantage on non-combat Dexterity rolls.
* Heavy Defense is a flat 16. Not only do you have disadvantage on non-combat Dexterity rolls, your speed is reduced to 20 feet.

Read this Group Post and its Comments

On Facebook: Yesterday, races, today classes.

Yesterday, races, today classes.

Bard (d8 HD)
Proficiencies: Charisma saves, Communication skill, leather armor, three musical instruments [Common instruments in Teirn are the fiddle, flute, tin whistle, Uilleann pipes, bodhran drum, harp, banjo, and bouzouki.]

Smooth-talking travelers who can do a bit of everything, bards are welcome in any party for their musical abilities.

Berserker (d12 HD)
Proficiencies: Strength saves, Physical or Survival skill, leather armor, chain armor, shields
Weapon Boost: Two-handed weapons

Seething with rage, the berserker goes all-in in combat, seeking to destroy their enemies as messily as possible.

Fighter (d10 HD)
Proficiencies: Strength saves, Physical skill, leather armor, chain armor, plate armor, shields
Weapon Boost: All weapons

The more-disciplined relative of berserkers, fighters are typically well-armed and armored, and masters of unique fighting styles.

Kasunda (d8 HD)
Proficiencies: Strength or Dexterity saves; Physical, Knowledge, or Subterfuge skill; one set of artisan tools or musical instrument
Weapon Boost: Unarmed attacks

Masters of unarmed combat, the kasunda uses his own pain and suffering to fuel his martial arts. ["Kasunda" is the Elven word for "penitent." They get pain points by being attacked.]

Mystic (d6 HD)
Proficiencies: Intellect saves, Knowledge skill

Wielders of a force some would call *unnatural,* mystics are erudite scholars capable of wielding arcane energy to alter reality. [Their spells are individual talents; every mystic gets Magic Missile because _it's Magic Missile._]

Nomad (d10 HD)
Proficiencies: Strength or Dexterity saves, Physical or Survival skill, leather armor, chain armor, shields
Weapon Boost: All ranged weapons (thrown, bows, crossbows)

Masters of the hunt, nomads prefer to keep their distance between opponents. Some nomads choose to fight from horseback, while others get the most from their ranged weapons.

Thief (d8 HD)
Proficiencies: Dexterity saves, Subterfuge skill, leather armor, thieves' tools

Fair fights are for SUCKERS; thus, the thief is as pragmatically efficient as possible in ending one. They, of course, are also capable of getting things the party needs. (Just don't ask where they found it.)

Read this Group Post and its Comments