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Microlite20 Expert Rules

Posted: Tue Oct 15, 2019 8:40 am
by randalls

Optional rules for core Microlite20: Additional races and classes, a new skill, Heroism rules, Magic options and small Illusionist and Druid spell lists.

Previous Downloads: 2379


Re: Microlite20 Expert Rules

Posted: Sun Mar 21, 2021 3:22 pm
by capi3101

First bonafide post here. It's a question that's been bugging me for a while, so I might as well get it out of the road. The Equipment section of the Microlite core rules explictly states just how much GP members of each class start off with.

Is there any list of starting GP explicitly stated for the Expert classes?

I ask because of my son. Short version of the story - a group of his friends were going to play 5e at a sleepover and wound up not doing it because their GM backed out. I wanted to let him have the experience but he still wanted to use the same type of character in Microlite he had for 5e, a wood elf Ranger. The extant rules I could find covered everything except how much GP to start him out with...

In his case, what I wound up doing was taking the "extra dice" from his stats generation - the low ones that got thrown out - added them up and counted them as 10 GP; he wound up with something like 70 GP from his rolling, enough for some starting weapons and armor (also gave him a fast pack for free). It worked, but I still wanted to know if there was something more "official" that I could've done.


Re: Microlite20 Expert Rules

Posted: Thu Apr 29, 2021 5:44 pm
by randalls
capi3101 wrote:
Sun Mar 21, 2021 3:22 pm

In his case, what I wound up doing was taking the "extra dice" from his stats generation - the low ones that got thrown out - added them up and counted them as 10 GP; he wound up with something like 70 GP from his rolling, enough for some starting weapons and armor (also gave him a fast pack for free). It worked, but I still wanted to know if there was something more "official" that I could've done.

As far as I know, there isn' anything "official"t. That's what happens when various parts of the rules are written by different people at different times. ;) You can always fall back on 3d6 time 10 gp or the like. I'd use 2d6+6 times 10gp simply to give everyone at least 80gp to start with.