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    Default [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Tiny Quest: A simple d20 RPG.
    By: Nicholas Fletcher

    Basics of Tabletop RPG’s:
    A tabletop RPG is a roleplaying game played with other people. One of those people takes on the role of the GM, who creates the world and controls all the characters in it, and also resolves any questions about the rules. The other players make player characters (PC), special characters the GM does not control. The players each control one PC, and use them to explore the world the GM has created. The GM controls all other characters (known as non-player characters or NPC's). Due to the GM being there to make on the fly rulings, tabletop RPG’s allow you to try almost anything.

    Character Creation:
    If you are not the GM, you will need a PC. To make a starting PC, you need to choose the following things in order: ability scores, class skills, race, gear and details. You start at level 1 with no XP and no gold. Your max hit point total is 3+(STR/2), and your daily hero point total is 2+(MIND/2).

    When making a character, you can make a copy of the character sheet at the end of these rules to record your character's stats.

    Ability Scores:
    There are three ability scores: Strength (STR; physical power and endurance), Dexterity (DEX; speed, balance and coordination) and Mind (MIND; memory, intelligence and perception). Divide 5 points between the three stats; max starting score is 4. You may lower one stat to -1 to add +1 to another stat.

    Skills:
    There are six skills:
    * Combat (Comb)– Making melee and ranged attacks.
    * Communication (Comm)– Social interaction.
    * Knowledge (Know)– Lore and book learning.
    * Physical (Phys)– Climbing, swimming, dodging, etc.
    * Subterfuge (Subt)– Sneaking, guile, trickery and searching.
    * Survival (Surv)– Tracking, hunting, navigation, healing, etc.
    Select two skills to be your "Class" skills. Your Class skills start at +4. All other skills start at +1.

    Races:
    Choose one of these 8 races, which has the listed effect:
    * Human, Gnomes: +1 to both Class skills.
    * Elf, Kobold: MIND +1.
    * Dwarf, Orc: STR +1.
    * Halfling, Goblin: DEX +1.

    Gear:
    New characters start with an adventurer’s pack (backpack with 50' rope, crowbar, torches, flint and steel, bedroll, rations and waterskin) plus any three of the following; you may not choose the same item twice and you must choose at least one weapon:
    * A normal melee weapon: +1 to-hit (sword, axe).
    * A heavy melee weapon: +3 to-hit, uses 2 hands, must have Str 2+ (greatsword).
    * A light melee weapon: +0 to-hit, can use DEX to hit (dagger).
    * A ranged weapon: +0 to-hit, Range 40 feet (bow).
    * A caster weapon: -1 to-hit, makes magic attacks, range 5 feet, grants +1 to spell checks (staff, wand).
    * A shield: +1 AC (shield).
    * Thieves' tools: Allows picking locks and disarming traps (pouch of tools).
    * Spellbook: Lets you prepare magic; contains 2 spells of your choice (book).
    * Extra gear: any two of the following; compass, mirror, 10' pole, blanket, knife, hammer.

    Characters can also wear armor. New characters start with a simple outfit (which is not armor at all) and one of the following:
    * Light armor: +1 AC; (leather, chain).
    * Heavy armor: +3 AC; speed -10 feet; -3 Subt; -2 to spell checks (plate).
    * Caster armor: +0 AC; +1 to spell checks (robes).

    Details:
    You also need to choose the minor details of your character, such as their name, gender and personality. These details, known as fluff, have no game effect, but help to flesh out the character.

    Dice:
    Some tabletop RPG’s require a lot of dice. Tiny Quest requires only one; a twenty-sided die, known as a d20. Only one is required, but it is better for each player to have their own. If you can’t find one, get a deck of cards and remove the face cards; draw a card and use the number on it (ace equals one); if the card is black, add ten.

    Skill Checks:
    You roll d20+relevant stat+relevant skill. An action is a success if the total is greater than or equal to the DC, which is set by the GM (If an NPC/monster needs to roll a skill, they roll d20+threat; some intelligent monsters get +3 to skill checks for one skill). If the number rolled is a 1, the check fails regardless of the total (this is known as a natural 1). Not all actions require a check for success; the GM should only call for a check when the consequences of failure are significant, when time is a consideration or when it’s important to determine the degree of success.
    DC scale:
    * Easy: 10: A normal person could do it about half the time; a specialist could almost always do it.
    * Moderate: 15: A normal person would find it difficult; a specialist could do it half the time.
    * Hard: 20: A normal person would need to be very lucky to do it; even a specialist would find it challenging.
    * Challenging: 25: A normal person can't do it; even a specialist would need some luck.
    * Heroic: 30: Not even a specialist can do it (level 1 characters can't do it).

    The examples on this scale assume you are level 1; higher level characters would find these tasks easier.

    Hero Points:
    Heroes possess skills above and beyond most people. This great skill is measured in hero points. Heroes have a certain number of these points per day, and level 1 heroes have 2+(MIND/2) of them. To regain your daily points, you must get 6 hours of sleep.

    These points can be spent in two different ways. The first is to reroll some skill checks. By spending 1 hero point, you can reroll any skill check that is based on one of your class skills, ignoring the first roll. To-hit rolls count as a Combat skill check for this purpose only. Using a hero point this way does not take any time. You can also spend hero points to cast spells, as detailed in the next section.

    Magic:
    Characters can study spellbooks to cast spells. A spellbook can contain any number of spells. A character can copy spells from one spellbook to another; doing so takes 1 hour per spell.

    It takes 5 minutes to study a spell and prepare it. Once prepared, you can cast the spell in that book for the next 24 hours; after that time, the spell leaves your mind and must be studied again.

    Casting a spell uses up your attack for that turn, if used in combat. The first time per day you cast a given spell, it is free; each time after that costs 1 hero point. If an item modifies "spell checks", it modifies skill checks made to cast spells. The spells are as follows:

    * Red magic: You may make a super magic attack. This attack has a +5 bonus to-hit and a range of 40 feet; the to-hit roll is the spell check.
    * Yellow magic: Attempt a Surv+MIND check at DC 15. If you pass, choose a creature within 40 feet; that creature regains 2 hit points. If your result is at least 25, restore 4 hit points instead.
    * Blue magic: Attempt a Know+MIND check at DC 15. If you pass, choose a creature within 40 feet; that creature gets +2 to AC for 1 minute or until they take damage; if ended by damage, cancel that damage. If your result is at least 25, the AC bonus is +4 instead.
    * Green magic: Attempt a Comm+MIND check at DC 15. If you pass, choose a creature within 40 feet; that creature gets +2 to all rolls for 1 minute. If your result is at least 25, the bonus is +4 instead.
    * White magic: Attempt a Phys+MIND check at DC 15. If you pass, you can fly 30 feet per round for 1 minute (this replaces your movement in combat). If your result is at least 25, you can fly 50 feet per round instead.
    * Black magic: Attempt a Subt+MIND check at DC 15. If you pass, choose a creature within 40 feet; that creature suffers -4 on their next spell check. If your result is at least 25, they suffer -8 instead. Unlike other spells, casting this spell does not use up your attack.

    In addition, each spell grants a minor power just for having it prepared. These minor powers cost no hero points. The powers and the spells you must prepare to get them are (all of these effects last as long as you concentrate):
    * Red: Create small amounts of fire (not enough to attack).
    * Yellow: Creating handheld balls of light (lights 30 feet radius).
    * Blue: Ignore falling and extreme heat/cold.
    * Green: Create distant sounds (range of 30 feet, any sound you could make).
    * White: Telekinesis (range of 30 feet, can move up to 5 lbs).
    * Black: Sense all spells/powers used and all magic items within 30 feet.

    Monsters and NPC’s:
    The basic stats of a monster or NPC are derived from their threat, which is a number. All monsters have this number; the higher the number, the more dangerous the monster. In general, the threat of a monster should be within 2 of the level of the PC's fighting it.

    Some monsters have extra effects such as boosted AC, boosted skills or spells. Monsters with multiple such effects should be treated as a higher threat than they are.

    Particularly important NPC's (e.g. the main villain) should instead be created using the same rules as a PC and use those stats.

    Combat:
    Roll d20+DEX to determine initiative (monsters use d20+half threat). Characters take turns in combat in order of their initiative. One full set of turns, in which all characters in the combat get a turn, is called a round and takes 10 seconds. When it is your turn in combat, you may do the following two things in any order: Move 30 feet (20 feet in heavy armor), make one attack. Instead, you may use your entire turn to switch one weapon you are holding for one you are carrying (shields are weapons for this purpose only).

    When you make an attack, make a to-hit roll. To-hit rolls are as follows:
    * For melee attacks, roll d20+STR+Combat (a light melee weapon may use DEX instead of STR if the attacker wishes); melee attacks have a range of 5 feet.
    * For ranged attacks, roll d20+DEX+Combat.
    * For magic attacks, roll d20+MIND+Combat.
    * Monsters and NPCs use d20+2+threat (some monsters add a +3 bonus).
    This is the to-hit roll; if a modifier is listed as “to-hit”, that modifier is applied to this roll.

    An attack hits if the to-hit roll is greater or equal to than the AC of the target. As with checks, a natural 1 is an auto-failure.

    AC = 10+Phys+DEX+Armor bonus.
    Monsters use 10+threat (some monsters add a +3 bonus).

    Any attack that hits deals 1 damage to the target (unless it is a grievous injury, see below).

    A level 1 PC has 3+(STR/2) hit points. Damage takes away these hit points. Any PC with no hit points left is unconscious until they get some back; immediately make a DC 10 Surv+STR check to survive. If you take damage while unconscious, immediately make a DC 20 Surv+STR check to survive.

    Most monsters/NPC’s only have 1 or 2 hit points, though particularly large or tough monsters can have hit points equal to their threat. As with PC’s, damage takes away these hit points. If a monster or NPC has no hit points left, they die.

    Some intelligent monsters can have spells; if a monster has spells, they can cast each one twice per day. A monster's spells might be natural abilities (like a dragon's fire breath) or actual spells. Most monsters make melee attacks, but some can make ranged attacks with a range of 30 feet.

    Special Combat Actions/Modifiers:
    * Combatants that have been attacked in melee this round lose -2 to-hit with ranged attacks.
    * You get +2 to-hit if your target has been attacked by an ally this round.
    * You get +4 to-hit if your target is unaware of your presence.
    * You can choose to give up your movement for the turn in exchange for +2 to hit.
    * You can choose to take a -2 to-hit in exchange for +2 AC for 1 round.
    * When you make an attack, if you are holding two weapons, you may instead make one attack with each weapon. Both attacks suffer -4 to-hit.
    * Characters without a proper weapon can use other objects as a weapon; they have the stats of the weapon they most resemble, but suffer -1 to hit.
    * An attack roll that exceeds the target’s AC by 10 or more points is a grievous injury, inflicting 2 damage to the target.

    Healing after battle:
    By spending 2 minutes, you can try to heal wounds outside of battle. Surv+MIND DC 20 restores 1 hit point; this DC increases by 2 for each time it has been attempted since you last slept 6 hours. Someone else may attempt this roll for you, if they so wish.
    6 hours spent sleeping or unconscious restores all hit points.

    Character Advancement:
    Each time a character survives a battle they gain 1 XP. If the GM determines that a battle was particularly long or tough 2 XP may be awarded. Likewise, the GM may group multiple easy battles together and count them as only a single battle for awarding XP. At the GM’s discretion, additional XP may be awarded for accomplishing objectives or performing heroic deeds.
    It costs 10 XP to level up. When you level up, do the following:
    1: Every skill improves by +1.
    2: Every even numbered level, your max hit points increases by +1.
    3: Every odd numbered level, your hero points per day increases by +1.
    4: Every third level (3, 6, etc.), increase any one ability score by +1.

    Money and Treasure:
    Money is measured in gold. Whenever a character obtains a large amount of generic treasure (coins, gems, art, etc.), they gain 1 gold, 2 if it was a very large amount of treasure. Only important purchases need to be tracked; do not bother tracking inn stays, food purchases/consumption or ammunition use.

    There are three types of treasure in this game. Normal equipment, magic treasure and mythic treasure.

    The various normal equipment is as follows:
    * Adventuring Equipment: two equipment counts as one item.
    * Example: backpack, 50' rope, crowbar, torches, flint and steel, bedroll, rations, waterskin, clothes, compass, mirror, 10' pole, blanket, knife, hammer, etc.
    * Weapons:
    * Normal melee weapon: +1 to-hit (sword, axe).
    * Heavy melee weapon: +3 to-hit, uses 2 hands, must have Str 2+ (greatsword).
    * Light melee weapon: +0 to-hit, can use DEX to hit (dagger).
    * Ranged weapon: +0 to-hit, Range 30 feet (bow).
    * Caster weapon: -1 to-hit, magic attack, range 5 feet, +1 to spell checks (staff, wand).
    * Armor:
    * Light armor: +1 AC; full DEX for AC (leather, chain).
    * Heavy armor: +3 AC; half DEX for AC; speed -10 feet; -3 Subt; -2 to spell checks (plate).
    * Caster armor: +0 AC; full DEX for AC; +1 to spell checks (robes).
    * Spellbook: Lets you prepare magic; contains 2 spells of your choice (book).
    * Shield: +1 AC (shield).
    * Potions: two potions count as one item.
    * Health potion: When drunk, restores 5 hit points, one use (red potion).
    * Energy potion: When drunk, restores 3 hero points, one use (blue potion).
    * Thieves' tools: Allows picking locks and disarming traps (pouch of tools).

    Normal equipment can be bought in any town for 1 gold per item; normal treasure can be sold in any town for 1 gold per 2 items.

    The Magic treasures are as follows:
    * Magic Weapons:
    * Magic normal melee weapon: +2 to hit.
    * Magic heavy melee weapon: +4 to hit, uses 2 hands, must have Str 2+.
    * Magic light melee weapon: +1 to hit, can use DEX to hit.
    * Magic ranged weapon: +1 to-hit, Range 40 feet.
    * Magic caster weapon: +0 to-hit, magic attack, range 5 feet, +2 to spell checks.
    * Magic Armor:
    * Magic light armor: +2 AC.
    * Magic heavy armor: +4 AC; speed -10 feet; -3 Subt; -2 to spell checks.
    * Magic caster armor: +1 AC; +1 to spell checks.
    * Magic Rings (you may wear 1 ring at a time):
    * Bronze Ring: +1 to STR while worn.
    * Gold Ring: +1 to DEX while worn.
    * Silver Ring: +1 to MIND while worn.
    * Water of Life: When fed to a dead body, that body is restored to life. The body must have died within the last 2 weeks. One use.

    Magic treasure can be bought and sold, but only in large cities. Magic treasures cost 3 gold to buy and can be sold for 1 gold.

    The Mythic treasures are as follows:
    * Perfect Weapons:
    * Perfect normal melee weapon: +3 to hit.
    * Perfect heavy melee weapon: +5 to hit, uses 2 hands, must have Str 2+.
    * Perfect light melee weapon: +2 to hit, can use DEX to hit.
    * Perfect ranged weapon: +2 to-hit, Range 40 feet.
    * Perfect caster weapon: +1 to-hit, magic attack, range 5 feet, +3 to spell checks.
    * Perfect Armor:
    * Perfect light armor: +3 AC.
    * Perfect heavy armor: +5 AC; speed -10 feet; -3 Subt; -2 to spell checks.
    * Perfect caster armor: +2 AC; +1 to spell checks.
    * Crystal Rings (you may wear 1 ring at a time):
    * Ruby Ring: +2 to STR while worn.
    * Emerald Ring: +2 to DEX while worn.
    * Sapphire Ring: +2 to MIND while worn.

    Mythic treasure normally can not be bought or sold, except in extremely rare situations. In such situations, it costs 7 gold to buy and can be sold for 3 gold.

    Someone who would rather make their own treasure can do so. The cost and crafting time is based on the item as follows:
    * Normal treasure costs 1 gold to craft 2 items; the crafting time is 1 week per item.
    * Magic treasure costs 1 gold to craft; the crafting time is 2 weeks.
    * Mythic treasure can not be crafted at all.

    As a guideline, each PC who is actively exploring should, over the course of 1 level, find treasure worth the following amounts of gold (the pattern continues past level 6):
    Level 1->2: 2 gold.
    Level 2->3: 4 gold.
    Level 3->4: 6 gold.
    Level 4->5: 8 gold.
    Level 5->6: 10 gold.

    Sample Hazards:
    * Falling: 1 damage per 10 feet, half damage on Phys+DEX check. DC=depth fallen in feet.
    * Extreme Heat & Cold: If not protected, Phys+STR check once every 10 minutes (DC 15, +2 per check), taking 1 damage on each failure.
    * Starvation & Thirst: Each day missed after the first deals 1 damage. This damage can only be healed after an unmissed day.
    * Darkness: In dark areas, PC’s suffer -3 to-hit; torches light up a 30 foot radius.
    * Poison: When exposed, DC 15 Phys+STR to avoid being poisoned. If poisoned, Phys+STR check once every 5 minutes (DC 20, -2 per check), taking 1 damage on each failure; passing cures the poison.

    Sample Monsters:
    All listed as Threat, AC, Hit Points, and bonuses
    * Orc Grunt: Thr 1, AC 11+3, HP 1, +3 Phys.
    * Orc Leader: Thr 2, AC 12, HP 2, green magic, +3 Comm.
    * Goblin Striker: Thr 1, AC 11, HP 1, +2 Subt, +3 to hit.
    * Goblin Warlock: Thr 2, AC 12, HP 1, red magic, ranged attacks.
    * Human Wizard: Thr 2, AC 12, HP 1, red/blue magic, +3 Know.
    * Human Bard: Thr 1, AC 11, HP 1, green magic, +3 Comm.
    * Elven Cleric: Thr 1, AC 11, HP 1, yellow magic, +3 Surv.
    * Elven Archer: Thr 1, AC 11, HP 1, +3 to hit, ranged attacks.
    * Dwarf Barbarian: Thr 2, AC 12, HP 2, +3 Surv.
    * Dwarf Elder: Thr 3, AC 13, HP 3, blue magic, +3 Know.
    * Halfling Thief: Thr 2, AC 12, HP 1, +3 Subt.
    * Troll: Thr 3, AC 13, HP 2, +2 Phys.
    * Dragon: Thr 4, AC 14+3, HP 4, red magic, +3 to-hit.

    Sample Traps:
    When traps make attacks, they roll d20+Aim.
    * Basic Arrow Trap: Shoots an arrow (Aim: +10); Search DC 20, Disable DC 20.
    * Pit Trap: A trapdoor over a 20' pit; Phys+DEX check DC 20 to avoid; Search DC 20, Disable DC 20.
    * Boulder Trap: Launches a 5 ft. wide boulder (Aim: +15); Search DC 20, Disable DC 20.
    * Poison Dart Trap: Shoots a dart (Aim: +15); the dart deals no damage, but exposes target to poison.

    Duties of the GM:
    If you are the GM, you are responsible for making the world and controlling the characters in it. Your primary goal should be the fun of all players, yourself included. You have the power to make on the fly rulings about the game, and to make up new stuff as you see fit.

    Character Sheet:
    Name:______________
    Race:______________
    Level:____ XP:_____

    Hit Points:___/___
    Hero Points:___/___

    STR:____
    DEX:____
    MIND:____

    Comb:____
    Comm:____
    Know:____
    Phys:____
    Subt:____
    Surv:____

    Inventory:
    ___________________
    ___________________
    ___________________
    ___________________
    ___________________

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    Declaration of Open Game Content: The entire rules of Tiny Quest are declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a.

    OPEN GAME LICENSE Version 1.0a
    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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    15 COPYRIGHT NOTICE
    Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
    System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
    Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net)
    Ultramicrolite20 Copyright 2010, Robin V. Stacey (robin@greywulf.net)
    eXpanded UltraMicrolite20 Copyright 2012, EdOWar (edowarsblog.wordpress.com)
    Tiny Quest Copyright 2016, Nicholas Fletcher
    Last edited by qwertyu63; 2016-09-03 at 09:02 AM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Ogre in the Playground
     
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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    I am raising this from the grave, as the system has been revamped. The power system and the loot system have both been thrown out, and replaced.

    Any comments, questions or concerns?

    Fun fact: If my calculations are correct, there are 81,000 possible starting PC's.
    Last edited by qwertyu63; 2013-11-25 at 09:46 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Thumbs up Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Yet another thing I like made by you!

    To make things interesting, I'd add in the Advantage/Disadvantage system from D&D Next.

    If you don't know the mechanic:
    If you have Advantage in a situation (say, attacking from above), you can roll twice and take the higher result.

    If you have Disadvantage, the opposite is true (You are more likely to be killed in an ambush after all...)

    Anyways, just my two cents.
    Good luck with the game!
    Last edited by Ralcos; 2013-11-26 at 12:16 AM.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

    Homebrew:



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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by Ralcos View Post
    Yet another thing I like made by you!

    To make things interesting, I'd add in the Advantage/Disadvantage system from D&D Next.

    If you don't know the mechanic:
    If you have Advantage in a situation (say, attacking from above), you can roll twice and take the higher result.

    If you have Disadvantage, the opposite is true (You are more likely to be killed in an ambush after all...)

    Anyways, just my two cents.
    Good luck with the game!
    The Advantage/Disadvantage system isn't quite what I was looking for, but it did inspire the hero point system, so thanks.

    Monsters have also been rebalanced after playtesting.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Thumbs up Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    You're welcome.

    Plus, this interpretation is cool in of itself. It allows players to be powerful, while being balanced to the game itself.

    Also (for my game, but others can use), I'll add a race to the list.

    PC Races
    Kobold: +1 Mind or Dexterity
    Drw. Kobold*: As 'Kobold', but start with 1 extra Hero Point (and possibly a Draconic Ability of their choice).

    *Must ask GM to play the Dragonwrought Kobold.

    Edit: Just made a Kobold "Warlock". He is awesome, with a 2 in every ability score and has some magical prowess with Combat and Knowledge to back him up. I've always loved Zytee for his brilliance!
    Last edited by Ralcos; 2013-11-26 at 11:44 PM.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

    Homebrew:



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    qwertyu63's Avatar

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by Ralcos View Post
    You're welcome.

    Plus, this interpretation is cool in of itself. It allows players to be powerful, while being balanced to the game itself.
    That's the idea.

    Quote Originally Posted by Ralcos View Post
    Also (for my game, but others can use), I'll add a race to the list.

    PC Races
    Kobold: +1 Mind or Dexterity
    Drw. Kobold*: As 'Kobold', but start with 1 extra Hero Point (and possibly a Draconic Ability of their choice).

    *Must ask GM to play the Dragonwrought Kobold.
    Kobold is fine, but Drw. Kobold... holy broken batman! An extra hero point would be a race all to itself (I do realise you knew it was broken, as that was the joke, but the phrase "holy broken batman" needed to be said).

    Quote Originally Posted by Ralcos View Post
    Edit: Just made a Kobold "Warlock". He is awesome, with a 2 in every ability score and has some magical prowess with Combat and Knowledge to back him up. I've always loved Zytee for his brilliance!
    Nice.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    DrowGuy

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Uh, quick question: how does one do spells? As in, you know, non-explodey magic?
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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by JBPuffin View Post
    Uh, quick question: how does one do spells? As in, you know, non-explodey magic?
    Go look at the hero powers section. That is all the magic there is in the system.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    DrowGuy

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    ...uh...why? Are there no utility mages in this world?
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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by JBPuffin View Post
    ...uh...why? Are there no utility mages in this world?
    Utility magic would require a complex system. Simplicity is one of the major goals here. So... no, there aren't any utility mages.

    EDIT: Side note: I just added crafting rules, and suggested found treasure guidelines.
    Last edited by qwertyu63; 2013-11-28 at 12:53 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Alright, time to dust this off.

    I have scrapped the idea of magic being tied to weapons and armor. Instead, you must study from a spell book. The spells themselves also scale now.

    Odd, spells have been the cause of two revisions of this game.

    My math now says there are 1,166,400 starting characters.

    EDIT: I have now changed the weapon selection rules to allow you to choose your main weapon.

    Also, my math was off before; I was counting skill and gear permutations when I needed to count combinations. There are 972,000 starting characters.

    Spoiler: Math
    Show
    Scores: 27
    Skills: 15
    Race: 4
    Abilities Total: 1620

    Weapons: 150
    Armor: 4
    Equipment Total: 600

    Complete Total: 972000
    Last edited by qwertyu63; 2014-11-11 at 01:37 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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