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Board Games with "D&D feel" for kids
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<blockquote data-quote="Wednesday Boy" data-source="post: 6480580" data-attributes="member: 53678"><p>Rating the complexity with my six year old in mind, I would rate Wrath of Ashardalon higher in complexity than 5E. As a board game Wrath has strict steps each round and a set complexity in the strategy. You have to know that attacking the gibbering mouther instead of the kobold is better because the gibbering mouther's predetermined attack is more damaging than the kobold's. You have to end your turn on the edge of a tile (even if there's no story reason to) because you need to explore and place new tiles every turn.</p><p></p><p>With 5E (and RPGs in general), since the interaction with the game is less strict and more forgiving, it's easier to let the players do what they think their character would do and then fit their actions into the rules and structure of the game. In 5E my daughter doesn't have to know that attacking the gibbering mouther first is the "right" choice because as the GM I can change the enemies' actions so the story continues to move forward in an interesting way. Or if my daughter wants to stop in the middle of the map and rest instead of rushing forward every turn, the game won't automatically punish her for in character actions.</p><p></p><p>Once players make their one-time decisions (stats, race, class, etc.), the rest of the RPG is make believe--which is much more intuitive than a complex board game.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6480580, member: 53678"] Rating the complexity with my six year old in mind, I would rate Wrath of Ashardalon higher in complexity than 5E. As a board game Wrath has strict steps each round and a set complexity in the strategy. You have to know that attacking the gibbering mouther instead of the kobold is better because the gibbering mouther's predetermined attack is more damaging than the kobold's. You have to end your turn on the edge of a tile (even if there's no story reason to) because you need to explore and place new tiles every turn. With 5E (and RPGs in general), since the interaction with the game is less strict and more forgiving, it's easier to let the players do what they think their character would do and then fit their actions into the rules and structure of the game. In 5E my daughter doesn't have to know that attacking the gibbering mouther first is the "right" choice because as the GM I can change the enemies' actions so the story continues to move forward in an interesting way. Or if my daughter wants to stop in the middle of the map and rest instead of rushing forward every turn, the game won't automatically punish her for in character actions. Once players make their one-time decisions (stats, race, class, etc.), the rest of the RPG is make believe--which is much more intuitive than a complex board game. [/QUOTE]
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