Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Monday, October 23, 2017

Microlite 20: Pathfinder-Equivalent Classes

There's a new edition of the Microlite 20 Collection available, over on RetroRoleplaying, which includes everything from the 2012 version plus updates. My games — Ultimate Fantasy, Ultimate Modern-Day, Ultimate Costumes, Ultimate Mecha, and Ultimate Ultramicrolite — are all on there. So those are the versions I'll be referring to when I write new content for the game, and using the page numbers listed there, even though each game has its own page numbers (in case you're not looking at the whole thing).

All these characters can be yours, even without your Pathfinder books. (image: Paizo.com)

My new Microlite 20 content will look something like this:

While there are Pathfinder RPG versions in the Ultimate Collection (specifically, page 1169), Ultimate Fantasy offers a unique set of classes, which uses the Class Points rules described on page 212. The classes themselves are on page 233.

Here's a list of Pathfinder classes and their Microlite 20 Ultimate Fantasy class equivalents, because one of my goals for Ultimate Fantasy was to cover as many "Fantasy RPG" bases as I could with the game expansion. This includes all the Pathfinder classes to date, as found on PFSRD.com.

Pathfinder Class Microlite 20 Ultimate Fantasy Class
Barbarian Barbarian
Bard Bard
Cleric Cleric
Druid Animal Master, Druid, Wanderer
Fighter Fighter
Monk Monk
Paladin Paladin
Ranger Animal Master, Ranger, Twin Blade
Rogue Rogue
Sorcerer Sorcerer
Wizard Wizard
Alchemist Alchemist
Cavalier Knight
Gunslinger Gunslinger
Inquisitor Wrathbringer
Magus Mystic
Oracle Invoker
Summoner Summoner
Vigilante see below
Witch Warlock
Anti-Paladin Anti-Paladin
Ninja Ninja
Samurai Samurai
Arcanist Sorcerer, Wizard
Bloodrager Barbarian
Brawler see below
Hunter Ranger
Investigator Assassin, Rogue
Shaman Shaman
Skald see below
Slayer see below
Swashbuckler Swashbuckler
Warpriest Cleric
Kineticist Warlock
Medium Cleric
Mesmerist see below
Occultist Wizard
Psychic Psion
Spiritualist Summoner

There are a few classes that don't have a match in Microlite 20 Ultimate Fantasy.

Vigilante
Class Type: Rogue
+1 Subterfuge, +1 Knowledge, +1 Communication
Improved Initiative, Monster Knowledge, Reputation (Easy To Ignore), Wealth

Brawler
Class Type: Fighter
+2 Physical, +1 Subterfuge
Attack Bonus: Melee/Hand-To-Hand, Strikeback, Unarmed Damage, Wuxia Defenses

Skald
Class Type: Rogue
+1 Physical, +2 Communication
Brute Force, Good Fortune, Medium Armor, Performance

Slayer
Class Type: Fighter
+1 Physical, +2 Subterfuge
Attack Bonus: Melee/Hand-To-Hand, Heavy Armor And Shields, Medium Armor, Monster Knowledge

Mesmerist
Class Type: Wizard
+2 Knowledge, +1 Communication
Lesser Spell List: Illusionist, Quick Thinker, Sneak Attack

Wednesday, August 30, 2017

USR Wednesdays: Monsters

A “monster,” in a role playing game, is any enemy, from the little goblins and huge dragons of classic fantasy, to security guards and ninja in modern games, to little robots and huge mutants in science fiction. They don’t have to be inhuman — even your evil twin is a monster, after all. Since our guiding principle in USR is to be simple and fast, let’s create an entire Monster Manual in one chart.

Like these ones, but all in one blog post. (image: dungeonsmaster.com)
This is inspired by the original monster chart, found in Scott Malthouse’s Halberd Fantasy Roleplaying, page 26. It assigns levels to monsters, to approximate their power and competence. We’ll streamline it here.

Power Level
Main Stat Die
Combat Bonus
Hit Points
Examples
I
D6
+0
5
Giant Rat, Goblin
II
D6
+1
10
Guard, Orc, Thug, Wolf
III
D8
+2
15
Ninja, Security Robot, Soldier
IV
D8
+3
20
Bear, Gang Boss
V
D10
+4
25
Ogre, Super-Soldier
VI
D10
(or D12)
+5
30
Dragon, Vampire Lord

Main Stat Die: The die used for most of the monster’s rolls. In most cases, this will be its Action stat, but a psychic warrior might have its Mind as the main stat, to better use its powers.

You can assign the other stats as needed, based on what’s appropriate for the monster (for example, the guard standing outside the emperor’s throne room has Action as his main stat, representing his fighting skills with that halberd he’s carrying. But if you’re trying to convince him to let you pass, you’ll have to decide what his Wits stat is — probably about the same as his action, a D6). In the same way, Specialisms aren’t listed for monsters, but they can be assigned as needed, probably offering a bonus of +1 or +2, like a starting hero. You might even assign a penalty to a monster’s roll, say -2 if a big, dumb ogre is trying to solve the riddle your hero has posed. And trying to play a riddle game with a normal wolf simply won't work at all, no dice rolls, penalties or bonuses needed.

Combat Bonus: This is used for both the monster’s attacks and defenses, and represents weapons, armor, brute strength, magical ability, and whatever else is needed. It too can fluctuate depending on the specific attack the creature is making: that vampire lord uses a +5 to lure your hero close to him, but only a +2 to throw a punch.

Hit Points: The maximum hit points for the monster, putting Power Level II and III monsters on par with most Domino Writing-style USR heroes. You can take a cue from Dungeons & Dragons 4th Edition and decrease a monster’s HP to 1, if you want to have heroes wipe out a half-dozen monsters in just a few turns.

The math here is pretty easy to see, so you can create more mosters easily, though most things will fit somewhere on this scale.


Where do monsters in your game fit on the Power Level chart?

Thursday, June 1, 2017

USR: Archetypes - Meet the Big Four

In USR, concepts like class and race are found in the form of archetypes, suggestions for ways to simulate character types long-time roleplayers are familiar with. In Halberd, the predecessor to Tequindria, a lot of the classic fantasy archetypes made an appearance. 

Archetypes aren’t a requirement, just a tool to help you visualize your character better. Every USR setting will probably have its own archetypes (Tequindra does). They’re a good way to get a feel for the kind of characters that would appear in that setting, even if your character stands out as someone different. 

Archetypes for elves, wizards and fighters can be found below.
Source: Wizards of the Coast originally, I think.


Since I’m using my Domino Writing-style version of USR, I’m going to make a few changes to better fit my version of the game. Here’s how they break down:

Primary Stat: This is the stat (Action, Wits, Ego) that should be assigned the d10, or d12 if using superhero rules. It’s not a requirement, but emphasizing that stat is the quickest way to simulate most familiar character types. That said, a really buff wizard (with a d10 in Action) would be a unique take on the spellcaster! Some archetypes have a primary stat of “Any” — the archetype doesn’t call for any specific stat to be favored. Just take your pick, like in the normal rules.

Suggested Specialisms: Several common skills, abilities or powers characters of the archetype usually have. You don’t have to take all three, or even any, of your specialisms from this list, but it’s a good starting point. In Domino Writing-style USR, a character’s combat skills are represented with their gear, so combat specialisms won’t be common. For example, an archer will have a Bow weapon rather than a Ranged Attack or Archery specialism. Also, Domino Writing-style USR doesn’t assign Specialisms to stats; you’ll have to do that yourself. I just represented supernatural powers as a Specialism, since USR has several different magic systems, which are worth looking at in another blog post.

Suggested Equipment: This includes weapons and armor, though you’ll have to decide on their value (Light/Medium/Heavy), depending on how you picture your character, and how many Combat Gear points you have available. It also includes signature tools of the trade, such as a spellbook or thief’s tools. It doesn’t include money; assume your character has enough “pocket change” or credit for any ordinary purchase, unless the GM says something different, of course. It also doesn’t include everything a character would be carrying (ordinary clothes, a bedroll, etc.), just the stuff that makes the character a hero.


Here’s a few examples, the classic “Big 4” races and classes, with a lot borrowed from Halberd.

Dwarf
Primary Stat: Action
Suggested Specialisms: Mining, Brewing, Tough, Leadership, Appraise Valuables, Forge Weapons and Armor
Suggested Equipment: Battle Axe or War Hammer, Armor, Repair Tools, Mug of Ale

Elf
Primary Stat: Wits
Suggested Specialisms: Woods Lore, Magic Knowledge, Aloof, Move Silently, Alluring
Suggested Equipment: Long Bow, Cloak of Invisibility

Human
Primary Stat: Any
Suggested Specialisms: Blacksmithing, Inventing, Leadership, Persuasion, Trying New Things, Sailing, Riding, Driving
Suggested Equipment: none

Halfling
Primary Stat: Ego
Suggested Specialisms: Sneak, Hide, Charm, Bargain, Singing
Suggested Equipment: Short Sword, Food

Cleric
Primary Stat: Wits
Suggested Specialisms: Healing, Religion, Nature, Charisma, Inspiration
Suggested Equipment: Holy Symbol, Mace, Armor

Fighter
Primary Stat: Action
Suggested Specialisms: Athletics, Strong, Military Tactics, Leadership, Intimidation, Riding
Suggested Equipment: Sword, Shield, Armor, Dagger, Crossbow

Rogue
Primary Stat: Action
Suggested Specialisms: Sneak, Climb, Escape, Disarm Trap, Pick Lock, Disguise, Charming
Suggested Equipment: Dagger, Thief’s Tools, Poison Vial

Wizard
Primary Stat: Wits
Suggested Specialisms: Spell-casting, Identify Magic Item, Monster Lore, History, Create Magical Item, Research
Suggested Equipment: Staff, Spellbook, Dagger

This is a starting point; there will be more archetypes to come, as we build up the range of settings available for USR.


Which archetypes have you created?