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Child Stats
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<blockquote data-quote="Celebrim" data-source="post: 5855452" data-attributes="member: 4937"><p>Charisma and Constitution don't scale with age the way that other stats do.</p><p></p><p>Generally I've done the following</p><p></p><p>Strength, Intelligence, Wisdom, Dexterity = <Age>/<Age at Maturity> * <Attribute at Maturity></p><p></p><p>Where 'age of maturity' is presumed to be 16 for girls and 18 for boys if you want realistic children and 14 for girls and 16 for boys for slightly more heroic children.</p><p></p><p>However charisma and constitution are assumed to be:</p><p></p><p>1/2 <Attribute at Maturity> + <Age>/<Age at Maturity> * 1/2 <Attribute at Maturity></p><p></p><p>I tend to round fractions down.</p><p></p><p>So for example, suppose a male child with an adult elite stat array who is 9 years old and mature at 18.</p><p></p><p>Str 7, Dex 7, Con 11, Int 6, Wis 5, Chr 6</p><p></p><p>Note that this is is a Small sized humanoid, so apparant Dex is actually higher than the actual Dex due to the +1 adjustment to 'to hit' and AC enjoyed by small creatures. There is no need to do an 'awkward phase' in 3e, as there will likely be a period when the character nears maturity where they transition from small to medium sized before their dexterity catches up and counteracts the loss of effective ability.</p><p></p><p>And for a precocious 7 year old girl with a elite stat array who is mature at 14 I might do something like </p><p></p><p>Str 4, Dex 6, Con 7, Int 7, Wis 7, Chr 13 </p><p></p><p>My game has minimum ability scores in order to enter into a class, so the vast majority of children are 0th level commoners. I use the 3.0 rules for generating 0th level characters for children. Commoners in my game are also presumed to be able to transform experience gained as a commoner into experience for any other class once they recieve suitable training and heroic experience. Heroic children are occassionally 1st level characters presuming that they have the ability scores necessary to enter into a class. For example, the male child above could be a 1st level Hunter and the girl meets the miminum to be a 1st level Sorceress. </p><p></p><p>Keep in mind that all D&D abilities bundle several related concepts into one abstract score. For example, Intelligence is more than just IQ, but also includes general knowledge and understanding. </p><p></p><p>As for why you would need detailed child stats:</p><p></p><p>a) The child is the ward of one of the PC's. I originally developed a theory of D&D child attributes when a PC in a long running campaign became a father. In fact, there was a far more detailed theory than what I described above, including randomly generating the adult personality and alignment of the child. Not only does the attributes of a PC's ward matter, but they can be a source of pride and amusement to the player.</p><p>b) The PC's acquire the task of protecting or rescuing a child. The child's attributes determine to a large extent how difficult this job is.</p><p>c) The child is actually the villain in the story. While probably not a combat challenge beyond a 1st level party, child villains are creepy and often present moral quandries to players, especially if the child is likeable and if not innocent then at least not obviously mature enough to be responcible for their own actions. Additionally, playing the child against society often presents a moral choice of siding with society against 'the monster' or deciding to side with the child against society and then being put in the position of protecting the child.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5855452, member: 4937"] Charisma and Constitution don't scale with age the way that other stats do. Generally I've done the following Strength, Intelligence, Wisdom, Dexterity = <Age>/<Age at Maturity> * <Attribute at Maturity> Where 'age of maturity' is presumed to be 16 for girls and 18 for boys if you want realistic children and 14 for girls and 16 for boys for slightly more heroic children. However charisma and constitution are assumed to be: 1/2 <Attribute at Maturity> + <Age>/<Age at Maturity> * 1/2 <Attribute at Maturity> I tend to round fractions down. So for example, suppose a male child with an adult elite stat array who is 9 years old and mature at 18. Str 7, Dex 7, Con 11, Int 6, Wis 5, Chr 6 Note that this is is a Small sized humanoid, so apparant Dex is actually higher than the actual Dex due to the +1 adjustment to 'to hit' and AC enjoyed by small creatures. There is no need to do an 'awkward phase' in 3e, as there will likely be a period when the character nears maturity where they transition from small to medium sized before their dexterity catches up and counteracts the loss of effective ability. And for a precocious 7 year old girl with a elite stat array who is mature at 14 I might do something like Str 4, Dex 6, Con 7, Int 7, Wis 7, Chr 13 My game has minimum ability scores in order to enter into a class, so the vast majority of children are 0th level commoners. I use the 3.0 rules for generating 0th level characters for children. Commoners in my game are also presumed to be able to transform experience gained as a commoner into experience for any other class once they recieve suitable training and heroic experience. Heroic children are occassionally 1st level characters presuming that they have the ability scores necessary to enter into a class. For example, the male child above could be a 1st level Hunter and the girl meets the miminum to be a 1st level Sorceress. Keep in mind that all D&D abilities bundle several related concepts into one abstract score. For example, Intelligence is more than just IQ, but also includes general knowledge and understanding. As for why you would need detailed child stats: a) The child is the ward of one of the PC's. I originally developed a theory of D&D child attributes when a PC in a long running campaign became a father. In fact, there was a far more detailed theory than what I described above, including randomly generating the adult personality and alignment of the child. Not only does the attributes of a PC's ward matter, but they can be a source of pride and amusement to the player. b) The PC's acquire the task of protecting or rescuing a child. The child's attributes determine to a large extent how difficult this job is. c) The child is actually the villain in the story. While probably not a combat challenge beyond a 1st level party, child villains are creepy and often present moral quandries to players, especially if the child is likeable and if not innocent then at least not obviously mature enough to be responcible for their own actions. Additionally, playing the child against society often presents a moral choice of siding with society against 'the monster' or deciding to side with the child against society and then being put in the position of protecting the child. [/QUOTE]
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