A "simple" D&D game (for the younger crowd)

Stormonu

NeoGrognard
Last night my copy of Wrath of Ashadarlon came in. While I was punching out the counters and such, my 10-year-old and 7-year-old were playing with the minis on the Caverns of Icewind Dale I'd gotten along with the game. Somewhere in that mix, I went and pulled out my gargantuan white (and at the request of my elder, the gargantuan black) - and they decided they wanted to have "a monster battle".

So, putting out the game mat, I made up simple rules for the game. They had a blast, and have asked to play it again today. I'm presenting it here for those who'd like to try something out for their "family group" ;)

DRAGON KINGS

REQUIREMENTS
(D&D) Miniatures or Counters
Battlemat or game tiles
D6s or D20s (about 5 per player)

BASIC RULES

BOARD SET UP

Each side sets up a battlemat to represent their Dragon's "Kingdom". The battlemats must be connected in a way so there is at least two 3-square wide open spaces between the two boards.

ARMY SET UP
Each side decides how many "hit points" they want in their force (normally, each side should have the same number of hit points). Suggested size is 30 hp per side. Each side then picks troops based on the allowed hit points as follows:


  • Dragon King (3X3 base or larger) - one required, one maximum. 7 HP/7 Attack
  • General (2X2 base) - one required, no more than one per 10 troops. 3 HP/3 Attack. A general on a 3X3 base has 5 HP/5 Attack.
  • Huge Monster (3X3 base) - 3 HP/3 Attack
  • Mature Dragon Offspring (2X2 base) - no more than one. 5 HP/5 Attack
  • Large Monster (2X2 base) - 2 HP/2 Attack
  • Dragon Young (1X1 base) - no more than three. 3 HP/3 Attack
  • Medium/small Monster (1X1 base) - 1 HP/1 Attack

Roll 2d6 or 1d20. Each side places their figures, alternating one by one, with the lowest roller placing first. The Dragon King must be placed at the rearmost portion of the player's battlemat. This is considered the Dragon King's "lair". The other troops can be placed anywhere on the player's own battlemat, but at least 7 spaces away from the opponent's battlemat.


PLAY TURN

MOVEMENT
The player that rolled highest in the last step takes the first turn. Each turn, each player can move up to 5 HP worth of creatures (starting HP worth, not current) up to 6 spaces. Difficult terrain (trees, mushroom patches, loose stone, etc.) takes an extra space of movement per square. A creature cannot move through walls or other solid objects. It cannot pass through areas too small for it to fit in or through. A player can choose to move a creature 0 spaces, so it can attack.

The Dragon King counts as a 5 HP monster for the purposes of movement. However, it can only move when enemy figures have entered its battlemat. If there are no enemy figures remaining on the player's battlemat, the Dragon King must move back its lair as soon as the player is allowed to move figures. A Dragon King cannot move onto an opposing player's battlemat.

COMBAT
After moving, a creature can attack (only creatures that moved, even if it was 0 spaces) can attack a creature it is adjacent to. A creature rolls a number of d6's (or d20's) equal to it's attack value. If it is rolling more than 1 die, it can choose to split the attacks against as many opponents as it wishes.

An attack hits, and deals 1 hit point of damage if the die comes up a 4 or higher on the d6 (an 11 or higher on d20). If the player's General has been removed from play, an attack only hits on a 5 or higher on a d6 (or 14+ on d20). If the target of the attack is reduced to 0 hp or less, it is removed from play.

RANGED ATTACKS
If a creature has a ranged attack (such as Dragons), instead of moving it can make an attack on one or more creatures within 6 squares. Like melee attacks, a creature rolls a number of d6's (or d20's) equal to it's attack value. A creature can attack one or more creatures, up to the number of dice it rolls to attack.

An attack hits and deals 1 damage on a roll of 4 or higher on d6 (or 11 or higher on d20). If the player's General is out of play, an attack only hits on a roll of 5 or higher on d6 (or 14+ or higher on d20).

END OF TURN
After a player has moved and resolved all attacks, it is the other player's turn.

WINNING
The player who destroys the opposing Dragon King, or all of the enemy Dragon King's troops wins the battle.

--------------------------------------------
OPTIONAL RULES

CREATURE SPECIAL ABILITIES
Based on the figure, you may give it one special ability. A special ability costs 1 hit point. Suggested abilities are listed below.


  • GHOST - Creature can pass through solid objects (but not other creatures)
  • BURROWER - When on its own battlemat, instead of moving normally, the creature can move to any other spot on its own battlemat (but cannot end in a wall or other solid object)
  • UNDEAD - When reduced to 0 hit points or less, roll a die. On a 6, it returns with full hit points on a spot on your battlemat. This spot must show a group of bones or a dead body.
  • FLYER - The creature ignores difficult terrain costs.
  • HEAVY ARMOR* - The creature is only hit on a roll of 5-6 on d6 (or 14-20 on d20). If the enemy General has been vanquished, it is only hit on a 6 on d6 (17-20 on d20).
  • SUPER ATTACK* - The creature hits on a 3-6 on d6 (8-20 on d20). If the player's General has been vanquished or the target has Heavy Armor, it only hits on a 4-6 on d6 (11-20 on d20). If the player's General has been vanquished AND the target has Heavy Armor, it is only hit on a 5-6 on d6 (14-20 on d20).
  • FREEZE* - An opponent's creature targeted by this attack has it's move reduced to 0 for one turn (this occurs whether the creature is hit or not). This can be used to represent ice, paralysis, stun or the like
  • CONTINUOUS DAMAGE* - An opponent's creature targeted by this attack must roll next round to see if takes additional damage (use the same # of dice as the original attack, occurs whether the creature is hit or not). This can be used to represent burning, poison or similar effects
  • BLAST - This a ranged attack used generally by wizards. Choose a 3X3 square within 6 spaces. All enemy creatures in the area suffer a 1d6 (or 1d20) attack.
  • LONG RANGE* - The creature can make a ranged attack up to 9 squares away.
  • REGENERATE - Instead of attacking, the creature rolls 1d6 (or 1d20). On a roll of 5-6 (or 14+ on 1d20), the target regains 1 hit point. Cannot be taken by a creature with 1 starting hit point.
  • HEAL OTHER - Usually used by clerics. Instead of attacking, the monster touches an adjacent friendly creature and rolls 1d6 (or 1d20). On a roll of 6 (or 17+ on 1d20), the target regains 1 hit point.
  • FAST - The creature moves 9 spaces instead of 6
* A Dragon King may have this special ability

Comments? Additions?

PS: We never did get to play Wrath...
 
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#1) That sounds like you had an awesome time with your kids! Good on Ye!

#2) While its cool you could improv like that, there are many who couldn't- which is why I think it's always good to have a simpler, rules-light hobby game you can break out for curious newbies. And here are lots out there...
 

#1) That sounds like you had an awesome time with your kids! Good on Ye!

#2) While its cool you could improv like that, there are many who couldn't- which is why I think it's always good to have a simpler, rules-light hobby game you can break out for curious newbies. And here are lots out there...

I was rather surprised with how well it turned out, I've tried this sort of thing before and sometime it just doesn't "click" - this one seemed to work well, and I can see potential with it for larger games.
 

That's cool! Always good to get the young ones involved when they show interest!

D&D Minis was how IronPup got his start. We played pretty close to the rules, making a few things easier here and there (dropping commander and morale bonuses and such for example). He picked up on that pretty fast and it wasn't long before we were playing Pathfinder RPG games (again, simplifying the rules a bit on the fly). Good times!
 

One of my 9-year-old sons expressed interest in playing D&D with me some months ago, after I got all my miniatures out of compartmentalised boxes and stuck them on a shelf in my office. It's amazing how imaginative kids are when they see little men and monsters in plastic - I guess it's always been the way with dolls, toy soldiers, etc.

Anyway, I started playing very simply. You have 1 miniature, 1 d20, and 1 damage die. Your miniature has an AC and some hp, and one melee attack (sword, claw, bite etc.) with a fixed attack and damage bonus. It was a simple maths game - you roll the d20, add your attack bonus, and if it is more than the my miniature's AC, you hit me. You roll your damage dice and add your damage bonus, and that's how much damage you do to my guy. Subtract your damage from my guy's hp. My guy then gets to attack your guy. Rinse, repeat.

But it wasn't just a maths game for him. Every battle was accompanied by descriptions of the "epic moves" the miniatures were making, along with noises for clashing steel, roars, screams of pain, etc. Very evocative.

I slowly introduced bits and pieces over the months. The miniatures got different melee attacks. Then we moved onto playing on a map board, so the miniatures got a speed (in squares). This opened up ranged attacks, and close attacks, and area attacks. Terrain. More miniatures. Tactical movement and positioning. Focus-fire. Etc. Much joy was had.

Then I built my son a couple of full-blown D&D 4E characters, and ran them through a couple of battles. He didn't enjoy them as much. Too complicated. He just wanted to grab a miniature, look at it, tell me what attacks it had, and fight the bad guys.

So we're back to the simpler version. He usually plays two good guys, beating on the zombies in the graveyard, fighting the bandits, killing the orcs that are stealing the peasants' sheep etc. I play the bad guys - 5 or 6 of 'em. I keep hit points low, damage low, and the attack options simple. Only one defence - AC. Bad guys get 1 attack type, or 2 at most. The good guys gets 2 attack types, or maybe 3. One is usually a "recharge" power (recharges 4+ on a d6) that does serious damage. My son loves them. No Fort, Ref, Will, no healing surges, no action points, no daily powers, nothing to track.

My son's smart, he thinks tactically, he works out which attack is best in what situation, his two good guys help each other and work together. But he doesn't want, or need, the complexity to have fun. In his mind, his ninja is a whirling black-clad assassin, and when he's on 4hp, there's three bloodied bad guys left, and he rolls that 4 on a d6 to recharge his Whirling Storm Sword attack, and dices those goblin mooks like so much sushi, he's a happy camper. And so am I.

Cheers, Al'Kelhar
 

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