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Advice for homebrew kids rpg
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<blockquote data-quote="GMMichael" data-source="post: 6627325" data-attributes="member: 6685730"><p>First things first: thinking of myself at 5+, and knowing my nieces of 2 and 4 years old, I don't expect you'll have much luck getting your 3 year old into the rules. Best to give him an action figure, and adjudicate <em>everything</em> for him without die rolls. The 7 year old can probably handle some rules, though.</p><p></p><p>4 attributes: three would be better, but less than three is almost pointless. You might be better off going with all skills or all attributes, but not both.</p><p></p><p>Incorporating weird dice: these are good for attacks and defenses, or variable progress. Want to slay the dragon? Better hope you get to use the d12 on your attacks. Turns out the dragon wants to play hide-and-seek? Now you're really in trouble, because your sneakiness die is only a d4...</p><p></p><p>Setting DCs: these might be a little easier, along with skill point use, if you limit yourself to +5, or even +3. Think of it like this: +0 is for completely random results, +1 is for amateurs, +2 is for professionals, and +3 is for the experts. When you set a DC, add the bonus to 5 and that's what your PC needs to beat. Or better yet, roll the d10 and add the bonus to set your DC.</p><p></p><p>Anyway, these are all variations on the rules that I've <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1210" target="_blank">posted here</a>, which you're welcome to use and abuse. Good luck with those little gamers!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6627325, member: 6685730"] First things first: thinking of myself at 5+, and knowing my nieces of 2 and 4 years old, I don't expect you'll have much luck getting your 3 year old into the rules. Best to give him an action figure, and adjudicate [I]everything[/I] for him without die rolls. The 7 year old can probably handle some rules, though. 4 attributes: three would be better, but less than three is almost pointless. You might be better off going with all skills or all attributes, but not both. Incorporating weird dice: these are good for attacks and defenses, or variable progress. Want to slay the dragon? Better hope you get to use the d12 on your attacks. Turns out the dragon wants to play hide-and-seek? Now you're really in trouble, because your sneakiness die is only a d4... Setting DCs: these might be a little easier, along with skill point use, if you limit yourself to +5, or even +3. Think of it like this: +0 is for completely random results, +1 is for amateurs, +2 is for professionals, and +3 is for the experts. When you set a DC, add the bonus to 5 and that's what your PC needs to beat. Or better yet, roll the d10 and add the bonus to set your DC. Anyway, these are all variations on the rules that I've [URL="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1210"]posted here[/URL], which you're welcome to use and abuse. Good luck with those little gamers! [/QUOTE]
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