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<blockquote data-quote="nyrfherdr" data-source="post: 4765444" data-attributes="member: 3394"><p>Greetings. Don't think of 4E in terms of how you would combine powers and what possibilities exist. Let your child do that. </p><p></p><p>You will find that they will grasp things that can be done that you haven't thought of and, of course, miss out on optimized options. But why does that matter. Let the child consume what they are capable of consuming. 4E allows for very simple play that develops complexity over time.</p><p></p><p>I would start at level one and only slowly level up. Other than that, I wouldn't change the rules at all.</p><p></p><p>With skill challenges you can even focus much less on combat if your child prefers the roleplaying interaction and still have dice rolling and rules to go by.</p><p></p><p>Savage Worlds is an excellent system too. For ease of play and ease of GMing.</p><p></p><p>Both games allow for the story to follow the child's ideas and don't require as much of a GM's investment.</p><p></p><p>I have GM'd for many children (a few as young as 8 years old and with rules as complex as D&D 3.5.) It isn't about the game system as it is allowing their imagination to impact your game. They are less worried about the internal consistency of the world as much as impacting what's happening around them. They love interesting characters, interesting places and being special and having powers.</p><p></p><p>Just some random thoughts from a random lurker.</p><p>Game ON!</p></blockquote><p></p>
[QUOTE="nyrfherdr, post: 4765444, member: 3394"] Greetings. Don't think of 4E in terms of how you would combine powers and what possibilities exist. Let your child do that. You will find that they will grasp things that can be done that you haven't thought of and, of course, miss out on optimized options. But why does that matter. Let the child consume what they are capable of consuming. 4E allows for very simple play that develops complexity over time. I would start at level one and only slowly level up. Other than that, I wouldn't change the rules at all. With skill challenges you can even focus much less on combat if your child prefers the roleplaying interaction and still have dice rolling and rules to go by. Savage Worlds is an excellent system too. For ease of play and ease of GMing. Both games allow for the story to follow the child's ideas and don't require as much of a GM's investment. I have GM'd for many children (a few as young as 8 years old and with rules as complex as D&D 3.5.) It isn't about the game system as it is allowing their imagination to impact your game. They are less worried about the internal consistency of the world as much as impacting what's happening around them. They love interesting characters, interesting places and being special and having powers. Just some random thoughts from a random lurker. Game ON! [/QUOTE]
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