Microlite20: Difference between revisions
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|books = just print this wiki page | |books = just print this wiki page | ||
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[[Category:Roleplaying]][[Category:Dungeons & Dragons | [[Category:Roleplaying]][[Category:Dungeons & Dragons]] | ||
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* no feats; characters and NPCs instead additional +1 to the relevant rolls | * no feats; characters and NPCs instead additional +1 to the relevant rolls | ||
* three stats instead of six; Charisma is omitted entirely or subsumed into the "Communication" skill | * three stats instead of six; Charisma is omitted entirely or subsumed into the "Communication" skill | ||
* no [[Vancian magic]], spells drain hitpoints from the caster instead | * no [[Vancian|Vancian magic]], spells drain hitpoints from the caster instead | ||
Microlite20 is published under the [[Open Gaming License]], and rooted in the Dungeons & Dragons SRD, so it's free and we can mess with it quite a bit. In case we need to cover our asses in this wiki, don't forget: Core Original Microlite20 is © 2006,2007,2008 Robin V. Stacey | Microlite20 is published under the [[Open Gaming License]], and rooted in the Dungeons & Dragons SRD, so it's free and we can mess with it quite a bit. In case we need to cover our asses in this wiki, don't forget: Core Original Microlite20 is © 2006,2007,2008 Robin V. Stacey | ||
= Core Rules, the entire thing = | = Core Rules, the entire thing (ya, srsly) = | ||
===Stats=== | ===Stats=== | ||
Line 63: | Line 63: | ||
Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast: | Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast: | ||
{| border=1 cellpadding=10 cellspacing=0 | |||
|- | |||
!Spell Level | |||
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 | |||
|- | |||
!HP Cost | |||
| 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19 | |||
|} | |||
This loss cannot be healed normally 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 they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use. | This loss cannot be healed normally 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 they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use. | ||
Line 101: | Line 108: | ||
===Level Advancement=== | ===Level Advancement=== | ||
'''Encounter Level''' = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. | '''Encounter Level''' = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. e.g: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc. | ||
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing. | Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advancing. | ||
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|Tentacle +6 (1d3+3) | |Tentacle +6 (1d3+3) | ||
|- | |- | ||
| | |Deinonychus (Raptor) | ||
|HD 4d8+16 (34 hp) | |HD 4d8+16 (34 hp) | ||
|AC 16 | |AC 16 | ||
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|Dagger +1 (1d6+1) or sling +1 (1d4) | |Dagger +1 (1d6+1) or sling +1 (1d4) | ||
|- | |- | ||
|Insect (small) | |Insect (small), e.g. Spider | ||
|HD 1d8 (4 hp) | |HD 1d8 (4 hp) | ||
|AC 14 | |AC 14 | ||
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= Critters = | = Critters = | ||
This is | This is some javascript that will autogenerate a mincro-sized monster for you and name them something fantasy-ish. | ||
function microMonster(hd){hd=hd*1;return"Name:"+neuwurd().ucfirst()+"\n"+ | |||
"HD:"+hd+" ("+(Math.floor(hd*4.5)+randint(hd*4))+"hp), AC:"+ | |||
(randint(5)+hd+10)+", Attack:"+atktypes.split(' ').randItem()+" +"+ | |||
(hd+randint(4))+" ("+(randint(2)+1)+"d"+(2*((randint(6)+1)))+")\n";} | |||
var np={'W':'CT CT CX CDF CVFT CDFU CTU IT ICT A','A':'KVKVtion', | |||
'K':'b c d f g j l m n p qu r s t v sP','I':'ex in un re de','T':'VF VEe', | |||
'U':'er ish ly en ing ness ment able ive', | |||
'C':'b c ch d f g h j k l m n p qu r s sh t th v w y sP Rr Ll', | |||
'E':'b c ch d f g dg l m n p r s t th v z', | |||
'F':'b tch d ff g gh ck ll m n n ng p r ss sh t tt th x y zz rR sP lL', | |||
'P':'p t k c','Q':'b d g','L':'b f k p s','R':'P Q f th sh', | |||
'V':'a e i o u','D':'aw ei ow ou ie ea ai oy','X':'e i o aw ow oy'}; | |||
var atktypes='Bite Claw Slam Gore Sting Tentacle Shock'; | |||
atktypes=atktypes+' Weapon Weapon Weapon Weapon Weapon Weapon'; | |||
function randint(n){return Math.floor(Math.random()*n);} | |||
Array.prototype.randItem=function(){return this[randint(this.length)];} | |||
String.prototype.ucfirst=function(){return this.substring(0,1).toUpperCase()+ | |||
this.substring(1);} | |||
function neuwurd(){var w='W';while(w.length<40&&w.match(/[A-Z]/)){ | |||
w=w.replace(/([A-Z])/,function(m){return np[m].split(' ').randItem();});} | |||
return w;} | |||
Here is some python that acheives the same thing. | |||
<nowiki> | |||
" generates random monster for Microlite20 " | |||
import random | |||
import math | |||
import re | |||
np = { | |||
'W': 'CT CT CX CDF CVFT CDFU CTU IT ICT A', | |||
'A': 'KVKVtion', | |||
'K': 'b c d f g j l m n p qu r s t v sP', | |||
'I': 'ex in un re de', | |||
'T': 'VF VEe', | |||
'U': 'er ish ly en ing ness ment able ive', | |||
'C': 'b c ch d f g h j k l m n p qu r s sh t th v w y sP Rr Ll', | |||
'E': 'b c ch d f g dg l m n p r s t th v z', | |||
'F': 'b tch d ff g gh ck ll m n n ng p r ss sh t tt th x y zz rR sP lL', | |||
'P': 'p t k c', | |||
'Q': 'b d g', | |||
'L': 'b f k p s', | |||
'R': 'P Q f th sh', | |||
'V': 'a e i o u', | |||
'D': 'aw ei ow ou ie ea ai oy', | |||
'X': 'e i o aw ow oy' | |||
} | |||
atktypes = 'Bite Claw Slam Gore Sting Tentacle Shock Broadsword Battleaxe Club Glaive Spear Falchion Dagger' | |||
def randint(n): | |||
return random.randint(0, n) | |||
def new_word(): | |||
# Generates a random name with some clever regex golf | |||
word = 'W' | |||
p = re.compile('[A-Z]') | |||
while len(word) < 40: | |||
match = re.search(p, word) | |||
if match: | |||
matched = match.group(0) | |||
else: | |||
return word.capitalize() | |||
word = word.replace(matched, random.choice(np[matched].split(' '))) | |||
return word.capitalize() | |||
def micro_monster(hd): | |||
# Generates stats and formats output | |||
construct = "Name: {}\n".format(new_word()) | |||
construct += "HD: {} ({}hp), ".format(hd, int(math.floor(hd * 4.5)) + randint(hd * 4)) | |||
construct += "AC: {}, ".format(randint(5) + hd + 10) | |||
construct += "Attack: {} + {} ".format(random.choice(atktypes.split(' ')), hd + randint(4)) | |||
construct += "({}d{})\n".format(randint(2) + 1, 2 * (randint(6) + 1)) | |||
print(construct) | |||
return construct | |||
hd = int(input("Enter number of hit dice(whole number): ")) | |||
micro_monster(hd) | |||
</nowiki> | |||
== See Also == | |||
* [https://microlite20.org/ Current official site] | |||
* [https://web.archive.org/web/20170113035525/https://microlite20.net/ old official site] (via Wayback machine) | |||
* [https://microlite20.org/ The Unofficial Homepage] This place is better than the official site for now. | |||
* [http://web.archive.org/web/20130321011454/http://arthur.jfmi.net/m20/ All the pocketbooks] (via Wayback machine) – All the splatbooks, some of the better adventure modules. Everything in pocketmod format ready to be printed and folded. | |||
* [https://web.archive.org/web/20160306131301/http://www.systemreferencedocuments.org/index.php?option=com_content&view=article&id=134:microlite20 System Reference Documents] - Has a compilation of the core rules, a few add-ons (like Psionics, and the D20Modern version of MicroLite20) and the pocketmod versions. This page is also better than the official site for now, especially now that the author has created a new version that tries to be the MicroLite version of DungeonWorld and a dozen other *shudder* ''storygames''. | |||
* [https://archive.org/details/Microlite20-Revised Microlite20 Revised] - A compilation of Microlite20 rules into a single PDF, so that referencing the d20 SRD or the Rules Cyclopedia is not needed in order to play the game | |||
* [http://www.pocketmod.com/howto/ Pocketmod]; how to fold up the books. | |||
* [[Microlite20/Convert from d20SRD]]; converting the [[d20 System]] to Microlite20. | |||
[[Category:One-page Games]] | |||
Latest revision as of 22:34, 21 June 2023
Microlite20 | ||
---|---|---|
RPG | ||
Rule System | d20 system | |
Authors | Robin V. Stacey | |
First Publication | 2007 | |
Essential Books | just print this wiki page |
What is it?[edit]
Written by Robin "greywulf" Stacey (not a furry), it's intended to be just the essentials of a d20 System role-playing game. The main rules fit into 1100 words, and can be printed onto a single sheet of paper. Each splatbook-like supplement also fits onto a single piece of paper. Each adventure module fits on a single sheet of paper. Any of these rulebooks rulesheets is available in "Pocketmod" format, to be printed out and then folded into an eight-page booklet.
It's supposed to be compatible with Dungeons & Dragons 3rd Edition, although it's missing some defining features of 3rd ed D&D:
- no feats; characters and NPCs instead additional +1 to the relevant rolls
- three stats instead of six; Charisma is omitted entirely or subsumed into the "Communication" skill
- no Vancian magic, spells drain hitpoints from the caster instead
Microlite20 is published under the Open Gaming License, and rooted in the Dungeons & Dragons SRD, so it's free and we can mess with it quite a bit. In case we need to cover our asses in this wiki, don't forget: Core Original Microlite20 is © 2006,2007,2008 Robin V. Stacey
Core Rules, the entire thing (ya, srsly)[edit]
Stats[edit]
There are 3 stats : Strength (STR), Dexterity (DEX) and Mind (MIND).
Roll 4d6, drop lowest die. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.
Stat bonus = (STAT-10)/2, round down.
Races[edit]
- Humans get +1 to all skill rolls
- Elves get +2 MIND
- Dwarves get +2 STR
- Halflings get +2 DEX
Classes[edit]
The classes are Fighter, Rogue, Mage, Cleric. Characters begin at Level 1.
Fighters wear any kind of armour and use shields. They have a +3 bonus to Physical and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on
Rogues can use light armour. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on situation) against a foe they can add their Subterfuge skill rank to the damage of their first attack that round
Magi wear no armour. They can cast arcane spells, and gain a +3 bonus to Knowledge
Clerics can wear light or medium armour and use shields. They cast divine spells and gain +3 bonus to Communication. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.
Skills[edit]
There are just 4 skills : Physical, Subterfuge, Knowledge and Communication. Roll higher than the given Difficulty Class to succeed.
- Skill rank = your level + any bonus due to your class or race.
- Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers
For example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding a trap is Subterfuge + MIND bonus. Disabling a trap is Subterfuge + DEX bonus.
Note that there are no “saving throws” in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level.
Magic[edit]
Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane spells in the SRD spell list.
Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast:
Spell Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
HP Cost | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
This loss cannot be healed normally 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 they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.
The Difficulty Class (DC) for all spells is 10 + Caster Level + Caster's MIND bonus
Combat[edit]
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. Natural 20 is automatically a critical doing maximum damage.
Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues 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.
If the total bonus is +6 or more a second attack can be made with a -5 penalty. If the total bonus is +11 or more a third attack can be made at -10, and a fourth at -15 if the total bonus is +16 or more. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2. No more than four attacks can be made in a round, regardless of bonus (five if two weapons are used).
Add STR bonus to Melee damage, x2 for 2-handed weapons. Armour Class (AC) = 10 + DEX bonus + Armour bonus.
Monsters[edit]
See the Monster List and the Critters monster generator. To create new monsters, assign Hit Dice (d8 for most things, d12 for Dragons and Undead). Attack bonus and skill level = number of Hit Dice. If it’s an intelligent critter, +3 bonus to one skill. Assign stats to suit. Equip and add abilities as required.
Other Hazards[edit]
Falling : 1d6 damage per 10', half damage on Phys+DEX save. DC=depth fallen in feet
Spikes : add +1 point to falling damage per 10' fallen, max +10
Poison : Phys+STR save to avoid or for half, depending on poison. Effect varies with poison type.
Extreme Heat & Cold : If not wearing suitable protection, Phys+STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
Level Advancement[edit]
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. e.g: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 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
- +1 to all skills
If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to STR, DEX or MIND.
Fighters gain +1 to their attack and damage rolls at levels 5,10,15,etc.
Clerics and Magi gain access to new spell levels at levels 3,5,7,9,etc.
The Level Advancement Example shows how this works in practice.
Monster Manual List[edit]
Name | Hit Dice | Armour Class | Attack |
---|---|---|---|
Animal (small) eg Badger | HD 1d8+2 (6 hp) | AC 15 | Claw +4 (1d2-1) |
Ankheg | HD 3d10+12 (28 hp) | AC 18 | Bite +7 (2d6+7 plus 1d4 acid) |
Bugbear | HD 3d8+3 (16 hp) | AC 17 | Morningstar +5 (1d8+2) or javelin +3 (1d6+2) |
Choker | HD 3d8+3 (16 hp) | AC 17 | Tentacle +6 (1d3+3) |
Deinonychus (Raptor) | HD 4d8+16 (34 hp) | AC 16 | Talons +6 (2d6+4) |
Dire Rat | HD 1d8+1 (5 hp) | AC 15 | Bite +4 (1d4 plus disease) |
Dragon (young Red) | HD 13d12+39 (123 hp) | AC 21 | Bite +20 (2d6+7) or breath 10d10 DC24 phys+DEX to dodge for half |
Dwarf | HD 1d8+2 (6 hp) | AC 16 | Waraxe +3 (1d10+1) or shortbow +1 (1d6) |
Earth Elemental (large) | HD 8d8+32 (68 hp) | AC 18 | Slam +12 (2d8+7) |
Elf | HD 1d8 (4 hp) | AC 15 | Longsword +2 (1d8+1) or longbow +3 (1d8) |
Gargoyle | HD 4d8+19 (37 hp) | AC 16 | Claw +6 (1d4+2) |
Goblin | HD 1d8+1 (5 hp) | AC 15 | Morningstar +2 (1d6) or javelin +3 (1d4) |
Griffon | HD 7d10+21 (59 hp) | AC 17 | Bite +11 (2d6+4) |
Halfling | HD 1d8+1 (5 hp) | AC 16 | Shortsword +3 (1d6) or light crossbow +3 (1d6) |
Hellhound | HD 4d8+4 (22 hp) | AC 16 | Bite +5 (1d8+1 plus 1d6 fire) |
Hill Giant | HD 12d8+48 (102 hp) | AC 20 | Greatclub +16 (2d8+10) or rock +8 (2d6+7) |
Hobgoblin | HD 1d8+2 (6 hp) | AC 15 | Longsword +2 (1d8+1) or javelin +2 (1d6+1) |
Human Commoner | HD 1d8+1 (5 hp) | AC 12 | Dagger +1 (1d6+1) or sling +1 (1d4) |
Insect (small), e.g. Spider | HD 1d8 (4 hp) | AC 14 | Bite +4 (1d4-2 plus poison) |
Kobold | HD 1d8 (4 hp) | AC 15 | Spear +1 (1d6-1) or sling +3 (1d3) |
Ogre | HD 4d8+11 (29 hp) | AC 16 | Greatclub +8 (2d8+7) or javelin +1 (1d8+5) |
Orc | HD 1d8+1 (5 hp) | AC 13 | Falchion +4 (2d4+4) or javelin +1 (1d6+3) |
Owlbear | HD 5d10+25 (52 hp) | AC 15 | Claw +9 (1d6+5) |
Rust Monster | HD 5d8+5 (27 hp) | AC 18 | Antennae touch +3 (rust) |
Shadow | HD 3d12 (19 hp) | AC 13 | Incorporeal touch +3 (1d6 Str) |
Skeleton Warrior | HD 1d12 (6 hp) | AC 15 | Scimitar +1 (1d6+1) or claw +1 melee (1d4+1) |
Stirge | HD 1d10 (5 hp) | AC 16 | Touch +7 (attach) |
Stone Golem | HD 14d10+30 (107 hp) | AC 26 | Slam +18 (2d10+9) |
Troll | HD 6d8+36 (63 hp) | AC 16 | Claw +9 (1d6+6) |
Werewolf (hybrid form) | HD 3d8+7 (20 hp) | AC 16 | Claw +4 (1d4+2) |
Wight | HD 4d12 (26 hp) | AC 15 | Slam +3 (1d4+1 plus energy drain) |
Wolf | HD 2d8+4 (13 hp) | AC 14 | Bite +3 (1d6+1) |
Wyvern | HD 7d12+14 (59 hp) | AC 18 | Sting +10 (1d6+4 plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4) |
Zombie | HD 2d12+3 (16 hp) | AC 11 | Slam +2 (1d6+1) or club +2 (1d6+1) |
Critters[edit]
This is some javascript that will autogenerate a mincro-sized monster for you and name them something fantasy-ish.
function microMonster(hd){hd=hd*1;return"Name:"+neuwurd().ucfirst()+"\n"+ "HD:"+hd+" ("+(Math.floor(hd*4.5)+randint(hd*4))+"hp), AC:"+ (randint(5)+hd+10)+", Attack:"+atktypes.split(' ').randItem()+" +"+ (hd+randint(4))+" ("+(randint(2)+1)+"d"+(2*((randint(6)+1)))+")\n";} var np={'W':'CT CT CX CDF CVFT CDFU CTU IT ICT A','A':'KVKVtion', 'K':'b c d f g j l m n p qu r s t v sP','I':'ex in un re de','T':'VF VEe', 'U':'er ish ly en ing ness ment able ive', 'C':'b c ch d f g h j k l m n p qu r s sh t th v w y sP Rr Ll', 'E':'b c ch d f g dg l m n p r s t th v z', 'F':'b tch d ff g gh ck ll m n n ng p r ss sh t tt th x y zz rR sP lL', 'P':'p t k c','Q':'b d g','L':'b f k p s','R':'P Q f th sh', 'V':'a e i o u','D':'aw ei ow ou ie ea ai oy','X':'e i o aw ow oy'}; var atktypes='Bite Claw Slam Gore Sting Tentacle Shock'; atktypes=atktypes+' Weapon Weapon Weapon Weapon Weapon Weapon'; function randint(n){return Math.floor(Math.random()*n);} Array.prototype.randItem=function(){return this[randint(this.length)];} String.prototype.ucfirst=function(){return this.substring(0,1).toUpperCase()+ this.substring(1);} function neuwurd(){var w='W';while(w.length<40&&w.match(/[A-Z]/)){ w=w.replace(/([A-Z])/,function(m){return np[m].split(' ').randItem();});} return w;}
Here is some python that acheives the same thing.
" generates random monster for Microlite20 " import random import math import re np = { 'W': 'CT CT CX CDF CVFT CDFU CTU IT ICT A', 'A': 'KVKVtion', 'K': 'b c d f g j l m n p qu r s t v sP', 'I': 'ex in un re de', 'T': 'VF VEe', 'U': 'er ish ly en ing ness ment able ive', 'C': 'b c ch d f g h j k l m n p qu r s sh t th v w y sP Rr Ll', 'E': 'b c ch d f g dg l m n p r s t th v z', 'F': 'b tch d ff g gh ck ll m n n ng p r ss sh t tt th x y zz rR sP lL', 'P': 'p t k c', 'Q': 'b d g', 'L': 'b f k p s', 'R': 'P Q f th sh', 'V': 'a e i o u', 'D': 'aw ei ow ou ie ea ai oy', 'X': 'e i o aw ow oy' } atktypes = 'Bite Claw Slam Gore Sting Tentacle Shock Broadsword Battleaxe Club Glaive Spear Falchion Dagger' def randint(n): return random.randint(0, n) def new_word(): # Generates a random name with some clever regex golf word = 'W' p = re.compile('[A-Z]') while len(word) < 40: match = re.search(p, word) if match: matched = match.group(0) else: return word.capitalize() word = word.replace(matched, random.choice(np[matched].split(' '))) return word.capitalize() def micro_monster(hd): # Generates stats and formats output construct = "Name: {}\n".format(new_word()) construct += "HD: {} ({}hp), ".format(hd, int(math.floor(hd * 4.5)) + randint(hd * 4)) construct += "AC: {}, ".format(randint(5) + hd + 10) construct += "Attack: {} + {} ".format(random.choice(atktypes.split(' ')), hd + randint(4)) construct += "({}d{})\n".format(randint(2) + 1, 2 * (randint(6) + 1)) print(construct) return construct hd = int(input("Enter number of hit dice(whole number): ")) micro_monster(hd)
See Also[edit]
- Current official site
- old official site (via Wayback machine)
- The Unofficial Homepage This place is better than the official site for now.
- All the pocketbooks (via Wayback machine) – All the splatbooks, some of the better adventure modules. Everything in pocketmod format ready to be printed and folded.
- System Reference Documents - Has a compilation of the core rules, a few add-ons (like Psionics, and the D20Modern version of MicroLite20) and the pocketmod versions. This page is also better than the official site for now, especially now that the author has created a new version that tries to be the MicroLite version of DungeonWorld and a dozen other *shudder* storygames.
- Microlite20 Revised - A compilation of Microlite20 rules into a single PDF, so that referencing the d20 SRD or the Rules Cyclopedia is not needed in order to play the game
- Pocketmod; how to fold up the books.
- Microlite20/Convert from d20SRD; converting the d20 System to Microlite20.