D&D 5E 5e with Young Kids

halfling rogue

Explorer
I've been playing "D&D" with my kids for a little while before 5e came out. Basically, I've stripped everything down and we play almost without rules. High rolls beat low rolls. A fun time is had by all. But when 5e came out and my kids saw the dragon on the Starter Set box, they've been clamoring to play. When I rolled up a character with Basic I was pelted with questions about when they could make their own character. Initially I was thinking that the rules would be too hard for them to get. But after my first session with my normal gaming group (story here) and saw how the rules almost melted into the fabric of the game, I'm pretty convinced that my young kids can get the hang of this thing. They want to play the same adventure the grown ups are playing so I'll be taking them through Lost Mine of Phandelver.

I'll give a bit of info and then ask for some advice.

Three kids - 10 year old girl, 7 year old boy, 4 year old girl. For character creation I had them all roll 4d6 drop lowest and had them reroll the lowest score all together.

Then instead of working the sheet with them, I simply gave options, asked questions, and took notes. Of the 4 basic races they all wanted the be an Elf. Upon realizing the High Elf is a bit magical (with the one free cantrip) they opted to go that route. And (surprise, surprise) they all chose the same class: Fighter

Next, I had them select two weapons and then asked them about their backstory and something that they wanted to accomplish. I didn't go into the background mechanics. I just assumed they'd give me something and it would steer me in a direction to select a background for them.

Characters
The 7 year old decided his character was a soldier who is discovered that not only was his father lost, but his home has been overtaken by a dragon. He initially wanted to name his character Captain America. I suggested we keep the Captain (because of his soldier background) and encouraged him to think of another name besides America. He's still working on it. I (obviously) used the Soldier background for him. He choose an Archery fighting style. He fights with a bow and a spear. (Firebolt cantrip)

The 10 year old wanted her character to be an explorer. No background quite fit what she was explaining so I took the opportunity to create an explorer background. Trying not to double up on the proficiencies she gained from the Elf race and the ones she chose for the Fighter class, I think we settled on History and Investigation and the Explorer's pack from the equipment page. Her character's name is Legolas (for now). She said she's currently looking for the Lost Temple. She also chose the Archery fighting style. She fights with a bow and a sword. (Also Firebolt cantrip)

I'm not too concerned about the older two. I think they'll pick it up pretty easy. My 4 year old will pretty much just be there for fun. I'm not too concerned if she gets it yet. Just roll the dice honey [rolls 3] You hit! Great job! But she wanted in on it too. Her High Elf Fighter is the lost princess. Well she's not lost, but her kingdom is. She wanted the Ray of Frost cantrip because of Elsa from Frozen. So her name is also Elsa. I told her that maybe she grew up in an arctic region and had to fight to survive, gaining the skills of a fighter. I gave her the Noble background. She said she didn't want to shoot, but wanted to stab the bad guys. So I gave her the Dueling fighting style with a rapier and a shortbow.

The Plan
So rather than jumping in the Lost Mine (though it probably wouldn't be a big deal to do it regardless) I wanted to at least have some way of tying all of their characters together based on their backgrounds. I was thinking a rather small encounter that forced them together. Have them introduce their characters and form an in game friendship that could lead into Lost Mine. I wasn't thinking anything overly complex, but nothing as simple as: you meet in the Inn, and go. Maybe tying Gundren Rockseeker into it somehow? Anyone have a good idea?

We haven't started yet, but pretty much can start at any time now since the characters are done. I figure if anyone is interested I could update this thread with what happens. I'd also be interested in hearing how other 5e games with young kids went (like 10 and under).
 

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I've been running a game for my partner, and our almost-6 daughter. Our daughter is playing a Fighter (we figured it would be the easiest class for her to play) called "Penny Kindheart", and she's loving the game, coming up with clever solutions to problems, and jumping for joy when she levels up!

We're playing pretty much by-the-book, but my partner is giving her a lot of help, and we usually need to remind her to use her Second Wind and Action Surge. She's just reached level 3, and has chosen to go the Eldritch Knight route (because she's been a bit envious of an NPC Wizard's spells). It will be interesting to see how she uses the spells, and whether she needs as much prompting.


I'm definitely going to slow down the level advancement now, partly due to personal taste, and also so everyone can learn their characters' powers.

It's been fun... The main drawback is her attention span, so we give her a small whiteboard to doodle on while we play (but she listens carefully while she draws). We also created Playmobil "miniatures" of the party, so she has that to focus on; we're using theatre of the mind, but the minis are useful for visualising marching order, etc.

Overall, it's been a great family activity. She wants to run her own game soon (which I imagine will be totally freeform rather than D&D per-se, but that's cool).

Edit: in terms of getting the party together - I just had them meet in an Inn as they were travelling to the nearby town, and had the adventure kick off there (Kobold raiders attacked the village and, being good guys, the PCs immediately started working together to help the villagers).
 

I have been playing with my oldest three kids (13, 11, and 8). The oldest would be fine with the full standard game but I stick with the basic game (for PCs) and simplify it for the other two.

First, I removed traits, bonds, and flaws. I do have them decide on a background but it is very loosely defined (see below).


Second, no skills. The skill system is the PCs are proficient in ability checks the same way as they are with saves (e.g. Fighters can the prof bonus for all strength and constitution ability checks) and whatever I determine they are proficient in due to background.


Third, I eliminate most class abilities and just keep the main stuff: wizards get spellcasting, clerics get spellcasting and turn undead, thieves get expertise, and fighters get extra attacks and fighting style.


Seems to work pretty well so far. It brings the game more to a BX level of complexity.
 

I've been running a game for my partner, and our almost-6 daughter. Our daughter is playing a Fighter (we figured it would be the easiest class for her to play) called "Penny Kindheart", and she's loving the game, coming up with clever solutions to problems, and jumping for joy when she levels up!

We're playing pretty much by-the-book, but my partner is giving her a lot of help, and we usually need to remind her to use her Second Wind and Action Surge. She's just reached level 3, and has chosen to go the Eldritch Knight route (because she's been a bit envious of an NPC Wizard's spells). It will be interesting to see how she uses the spells, and whether she needs as much prompting.


I'm definitely going to slow down the level advancement now, partly due to personal taste, and also so everyone can learn their characters' powers.

It's been fun... The main drawback is her attention span, so we give her a small whiteboard to doodle on while we play (but she listens carefully while she draws). We also created Playmobil "miniatures" of the party, so she has that to focus on; we're using theatre of the mind, but the minis are useful for visualising marching order, etc.

Overall, it's been a great family activity. She wants to run her own game soon (which I imagine will be totally freeform rather than D&D per-se, but that's cool).

Edit: in terms of getting the party together - I just had them meet in an Inn as they were travelling to the nearby town, and had the adventure kick off there (Kobold raiders attacked the village and, being good guys, the PCs immediately started working together to help the villagers).

You bring up a good point about attention span. I think of the game I ran for my friends and I know that my kids would have been pretty bored with some of how they played it. I'm pretty interested to see, since they are the only ones who will be playing, how they will engage. My plan is to really play off of them and let them control a lot of how the game flows. I think that will be the best way to keep them engaged. If things slow down a bit or if something is going slow I could always drop a dragon or something in their lap...
 

I'm definitely keeping the game world a bit simpler for the game my daughter's in, compared to how I'd run it for an adult group. She's going to be involved in a quests with a slightly more "good vs evil" feel. Obviously, too, I'll keep the horror and/or gore to a minimum.

All kids are different, and I can only really speak about our situation. We're lucky in our game that we have two parents and one child, so it's easier to keep her involved. With several kids in a game, I guess they may get bored while the DM talks to the others, or may squabble, etc. It all depends on their dynamic, really.

I'd give them something physical to interact with (as I said, we have the Playmobil and the white-board), and maybe give each of their characters a hook - maybe in the form of a handout. Maybe one of them has been asked by a Lord (or King, if they'll relate to that better) to find a magical item (they have a letter with their orders on). Maybe one of them is looking for a bandit leader who raided the fields near his village (they have a distinctive belt buckle that belonged to the leader). Maybe one of them has heard of an archery competition where she can win a golden arrow, and is planning to take part in it (they have a hand-written notice advertising it that was pinned up in their town). Maybe one of them has an heirloom that has to be delivered to the right person (give them a piece of old jewellery, or an ornament, to represent this). These goals shouldn't be too long-term, but will help draw them into the game.
 

I'm definitely keeping the game world a bit simpler for the game my daughter's in, compared to how I'd run it for an adult group. She's going to be involved in a quests with a slightly more "good vs evil" feel. Obviously, too, I'll keep the horror and/or gore to a minimum.

All kids are different, and I can only really speak about our situation. We're lucky in our game that we have two parents and one child, so it's easier to keep her involved. With several kids in a game, I guess they may get bored while the DM talks to the others, or may squabble, etc. It all depends on their dynamic, really.

I'd give them something physical to interact with (as I said, we have the Playmobil and the white-board), and maybe give each of their characters a hook - maybe in the form of a handout. Maybe one of them has been asked by a Lord (or King, if they'll relate to that better) to find a magical item (they have a letter with their orders on). Maybe one of them is looking for a bandit leader who raided the fields near his village (they have a distinctive belt buckle that belonged to the leader). Maybe one of them has heard of an archery competition where she can win a golden arrow, and is planning to take part in it (they have a hand-written notice advertising it that was pinned up in their town). Maybe one of them has an heirloom that has to be delivered to the right person (give them a piece of old jewellery, or an ornament, to represent this). These goals shouldn't be too long-term, but will help draw them into the game.

I have miniatures that they like to play with so that's at least one thing for them to interact with. thanks for the ideas! the archery competition sounds like a great idea. maybe some kind of tournament that they all can participate in some events would be a fun side quest.
 

We originally tried to play with 3rd edition but that was hard for the 10 year olds in our group to follow (and some of the older players too). Found the 5th edition playtest and it worked better for the group.

Haven't made any major modifications to play and working on improving role-playing skills.
 

We originally tried to play with 3rd edition but that was hard for the 10 year olds in our group to follow (and some of the older players too). Found the 5th edition playtest and it worked better for the group.

Haven't made any major modifications to play and working on improving role-playing skills.

Good to hear!
 

We originally tried to play with 3rd edition but that was hard for the 10 year olds in our group to follow (and some of the older players too). Found the 5th edition playtest and it worked better for the group.

Haven't made any major modifications to play and working on improving role-playing skills.

Good to hear!
 

We originally tried to play with 3rd edition but that was hard for the 10 year olds in our group to follow (and some of the older players too). Found the 5th edition playtest and it worked better for the group.

Haven't made any major modifications to play and working on improving role-playing skills.

Good to hear!
 

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