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Author Topic: Microlite75: General Discussion  (Read 715 times)
RandallS
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« on: January 14, 2010, 09:03:12 am »

This thread is for general discussion of Microlite75 during its design. Feel free to start new topics on specific areas as well.
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RandallS
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« Reply #1 on: January 14, 2010, 10:20:04 pm »

I hope to have a Playtest Version 0.1 PDF available for comment by the end of the weekend. It will be a long ways from done but will have the new character classes in their first draft form -- at a minimum.
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achijusan
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« Reply #2 on: January 15, 2010, 06:29:31 am »

Will there be multiclassing options for demihuman characters ? Not sure how they worked in 0E; but think that additional character options can only be a good thing  Cool!
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RandallS
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« Reply #3 on: January 15, 2010, 09:05:32 pm »

Will there be multiclassing options for demihuman characters ? Not sure how they worked in 0E; but think that additional character options can only be a good thing  Cool!

I haven't started real work on the demihuman characters yet. However, I can't see any reason why I could not multiclass in similar ways to how they did in the 0e supplements.

In fact, given the way I am doing level advancement, it should be relatively easy to do -- they would advance very slowly however.  Let's see.... Each class has a experience base number (as does each race). The experience base number (using current draft 0.1 figures) for an Elven Fighter/Magic-User/Thief would be 7 (for an elf) + 20 (for fighter) + 30 (for magic-user) + 20 (for thief) for a total of 77. Yes, definitely slow advancement.
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RandallS
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« Reply #4 on: January 17, 2010, 09:11:33 pm »

I hope to have a Playtest Version 0.1 PDF available for comment by the end of the weekend.

I jinxed it. I spend most of the weekend doing stuff for work. At least the first post-holidays session of my OD&D game this afternoon was a lot of fun.  I'll aim for next weekend as this week looks to be very busy work-wise.
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RandallS
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« Reply #5 on: January 22, 2010, 08:12:12 am »

I've done little on M75 this week. My 9 year old computer died suddenly early in the week. I'm trying to raise money to replace it, but until I do, I'm stuck on an even older laptop designed for Win98 that can't even read the DVDs I use for backups.  So as yet I don't even have access to the M75 document to work on it.
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Zimzerveran
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« Reply #6 on: April 17, 2010, 06:54:45 pm »

I love what you've done with M75 so far, but I have a few questions.  In your design overview you stated that class-specific hit dice would be implemented and that weapons would have more variable damage types based on size.  Are these items going to be added in?
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RandallS
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« Reply #7 on: April 18, 2010, 05:30:24 am »

I love what you've done with M75 so far, but I have a few questions.  In your design overview you stated that class-specific hit dice would be implemented and that weapons would have more variable damage types based on size.  Are these items going to be added in?

Variable damage is in the next playtest draft. I'm less sure of class specific hit dice after some testing, but it will probably be in the next playtest draft as well. It may or may not remain depending on what playtesters think.
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Zimzerveran
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« Reply #8 on: April 18, 2010, 07:22:28 am »

Variable damage is in the next playtest draft. I'm less sure of class specific hit dice after some testing, but it will probably be in the next playtest draft as well. It may or may not remain depending on what playtesters think.

I'm inclined to agree on both accounts. 

Regarding class-specific hit dice, it would seem that lowering a magic-user's HD to d4 would severely impact their ability to cast spells in the long run.  Conversely, upping the fighting types to d8 or d10s might make them much more powerful thanks to added endurance, especially when using the advanced combat maneuvers. 

I think my only reason for wanting class-specific hit dice in the first place is tradition.  Fighting types are tougher than magic-users, etc. 
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