Children PCs

Fieari

Explorer
Fantasy novels don't always have heroes aged 16 or more. Sometimes, children get the spotlight of their own. Children can have adventures too, afterall, even if those adventures aren't quite as lethal (hopefully!) as older adventurers. There is a lure to roleplaying as children (in my mind, at least)...

1) The "secret society" element.
Anything REALLY extraordinary that a kid does is likely to not be believed by adults, thus there's the lure of "knowing something no one else does."

2) The necessity of working around limitations
I'm not just talking about limitations of strength penalties. I mean Bedtimes, and having to do Chores... maybe even go to school. There'd be a certain strategic element to working in an enviornment where your lives are ruled by masters more or less infinitely more powerful than you in the world.

3) The sheer EPICness that would be involved with children defeating a grownup in whatever manner is available.

4) The terror that lethal combat should inspire remains when you can never get more than 1d4 HP.

5) Puzzle solving is more in depth when you can't just hit everything with a big metal stick and call it a day.


Well, enough of my reasoning. I now need RULES to cover this. The SRD has some basics, but the lack of ANY advancement, the lack of ANY skills, the lack of ANYTHING really kindof hinders things. It doesn't really make sense though... when you turn 12, you magically gain skill ranks? Shouldn't you be getting those gradually throughout life? And you start out at lvl1 with at least 1 feat. Couldn't that be gained a little earlier as well? Maybe?



Anyway, I started out with some minor SRD changes, and an alignment overhaul.



Children

Children (newborns to age 11) are handled differently from other characters. They are restricted to Children Classes (below). They begin with the same ability score package as ordinaries (15, 14, 13, 12, 10, 8), but their ability scores are reduced as follows: -3 Str, -1 Dex, -3 Con, -1 Int, -1 Wis, -1 Cha.

Children have 1d4 hit points plus their Constitution modifier (minimum 1 hit point). They have no occupations aside from chores. Their base attack bonus is +0, they have a +0 modifier on all saving throws (plus any modifiers for high or low ability scores), and their Reputation bonus is +0. Children have a +0 modifier to Defense and a normal speed of 20 feet.

Children may gain experience, but never levels. As such, HD never increases (lethal battle of ANY sort should be utterly terrifying). The child's class defines how experience is used.

All experience is reset to 0 when the child grows up.


Alignment: Children don't deal with the law of the land as much as they do with a much more real and personal law, one that effects their every movement: Adults, and Parents in specific. As such, replace "Lawful" with "Obediant" and "Chaotic" with "Rebellious". On the other hand, good and evil are as real to children as they are to adults, although their experience with such matters tends to be more focused on their relations with peers than with the overall world around them. Never the less, good children are good, and evil children can find so many ways to ruin your day.


Obedient Good, "An upstanding young boy"
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An obediant good child acts as every parent wishes their child would. She is kind, shares his toys, and always does what she is told, no matter how boring it may be. She is honest, and while not a tattletale, she might go running to get an adult when real trouble rears. Obedient Good is the best alignment you can be because it shows respect to both your elders and your peers.

Neutral Good, "A good kid"
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He tries hard, but sometimes just can't quite do everything that he is asked to do. This may be because something else was more interesting at the time, or perhaps his own conscience started tugging at him. Perhaps as a defender of the weak, he will disobey his parents and get into a fist fight to prevent the school bully from picking on a smaller kid. Neutral Good is the best alignment you can be because you are trying your best in all situations, and beginning to think for yourself.

Rebellious Good, "A rambunctious child"
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Boistrous and roudy, the disobedient good child does what is fun as long as nobody gets hurt. School, erands, chores... avoiding these wherever possible is always in one's best interests. Finding ways to confuse and perhaps annoy adults is also fun. But she still recognizes what is Right and Wrong, and can show kindness and compassion that might shock an adult onlooker who wouldn't have thought her capable. Rebellious good is the best alignment you can be because it allows you to do what you want, while ensuring that what you want is good... even if your parents don't agree.

Obediant Nuetral, "Tattletale"
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Obedient Nuetral children believe in the power of grownups more than the concepts of right and wrong. They aren't above manipulating the adults to get what they want, but will back down when given an order. They are the first to curry favor with those more powerful than themselves, and are often labeled as "Tattletales" as they go running to find an adult at the first sign of disobedience in others. Obedient Nuetral is the best alignment you can be because you can use the resources of the adult world with enough respect given to the grownups.

Nuetral, "Gullible"
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Nuetral children are constantly tossed about in a sea of what other people think. Without an anchor of belief, without a will to deliberately break rules, without a strong trust in adults, she tends to go along with whatever group she is with at the time wants to do. She sometimes means well, but would likely be right alongside the gang tripping old ladies or throwing rocks at people if they chose to do so. Nuetral is the best alignment you can be because it frees you from the worries and internal struggles go through, allowing you to just follow along.

Rebellious Neutral, "Little devil"
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Consequences, shmoncequences. Disobedient Nuetral children do more than what they want, when they want it. He will actively seek out rules in order to break them. This may have hurtful consequences to others, or perhaps beneficial... but it isn't others that are his focus-- it's the rules themselves. Rules are constantly being tested and pushed and prodded at, and should be. Discovering the limits to authority is the begining of understanding power. Rebellious Nuetral is the best alignment you can be because it grants you as much power as you can hold.

Obedient Evil, "Manipulator"
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Obedient evil children are like Eddie Haskell from "Leave it to Beaver," only more calculating, more hurtful, and more of a terror to other children. Not only does she find little ways to hurt others, she also involves adults in her plans, wrapping them around her disingenuous little finger until it is clear (to the grownup) that the OTHER kid was to blame, and that it's those OTHER children who need to be punished, not HER... Obedient Evil children are the nastiest because they turn the power of the adult world against you.

Neutral Evil, "Spiteful Child"
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The spiteful child is meanspirited and likes to hurt other children however they can, usually psychologically more than physically, but whatever works, works. Whatever they can get away with out from under the watchful eyes of an adult they'll try, but the reprecussions of his actions is always at least in the back of his mind, and he'll try to keep out of punishment as much as possible. Nuetral Evil children are the nastiest because they hurt you and you can't prove it.

Rebellious Evil, "Bully"
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The Disobedient Evil child is the school yard terror, and everyone knows it. Supervising adults are helpless to stop her from doing what she wants whenever she can get away with it, and no matter how much punishment is given to her, she just thinks up worse and worse ways to torment the others. Rebellious Evil children are the nastiest because the only way to excape them is to not be around them, and even then you need to watch out for "pranks" and traps from afar.





Now then... I just need some rules for gaining skills, which would make sense to have classes for. I was thinking to make equivelent classes for each of the adult classes. Need some work though.

Children's Classes

Bright (Wizard/Sorcerer Equivelent)
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General Concept: Only children's class able to "Use Magical Device"

???? (Cleric Equivelent)
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General Concept: Access to First Aid


Prankster (Rogue Equivelent)
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General Concept: Hmm... giving access to all the rogue skills would make this class too powerful in comparison to the others. Either I need to nerf them somehow, or buff the others. Either way, I'll need to playtest it at some point... but 'till then, any suggestions?


Roughhouser (Fighter/Monk Equivelent)
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General Concept: Limited weapon selection (stick picked up off the ground, thrown stone, thrown food, etc)
Less penalties to both melee and ranged (but still penalties)
Fistfighting? How about dirty fighting (biting, etc)?


Young Paladin (Paladin Equivelent)
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General Concept: Like a roughhouser with a little diplomacy and first aid who must be Obedient Good (or Nuetral Good?)

Hunter (Ranger/Druid Equivelent)
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General Concept: Only class with access to leathal weapons (bow hunting)




I'd be open to suggestions for specifics on the classes...
 

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Consider incurring much more substantial penalties to the ability scores. Under this model, a good third of children aged 8 are as strong as the average man (unmodified 13) and a nearly half have the same Intelligence score (which, remember, is not IQ but a composite of IQ, knowledge and general intellect- ergo, children should have a very large penalty). I prefer the scaling system- scale the child's ability scores down by (their age/base age). For example, human base age is 15. A child of 10 would have all his scores scaled down to 10/15, or 2/3, so an Int 12 goes to 8. It's harsh, but broadly fair. Before you make the case of child prodigies, I'd just add that DnD models extremes very poorly...Int 18, for example, encompasses 0.5% of the population- a substantial minority really (say, all Oxbridge Firsts or Ivy League summa laudaes*). The Stephen Hawkings and Albert Einsteins of the world are modelled poorly.

Alignment-wise, why change Lawful and Chaotic? Lawful and Chaotic does not map directly to the law of the land, but rather ideas of structure and obedience. Lawful respect authority, whether parental or legal; chaotics at best reject it or even outright rebel against it. There is no reason why Lawful and Chaotic cannot apply in any context.

Just a couple of criticisms here. I think it's an interesting idea- best of luck!

* Not familiar with US higher education system- I hope that this is correct.
 
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Al said:
Alignment-wise, why change Lawful and Chaotic? Lawful and Chaotic does not map directly to the law of the land, but rather ideas of structure and obedience. Lawful respect authority, whether parental or legal; chaotics at best reject it or even outright rebel against it. There is no reason why Lawful and Chaotic cannot apply in any context.

All he really did was change the names from Lawful/Chaotic to Obedient/Rebellious. The underlying principals appear to be pretty much the same.
 
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Well, I could keep them the same name, but I wanted to give better guidelines on how I thought it would apply to kids... since their scope is slightly smaller, alignment applies is somewhat smaller ways. Not to mention that respecting authority as a kid often means not getting to do fun things, since you're obeying parents. But you are right, it is basically the same thing... and if you look hard, you'll see that they work the same way. I just defined it slightly tighter for this particular case.

As for ability scores, I'm thinking you may be right... although I did get the stats I listed above straight from the SRD, so that's WotC's take on it. But I'm already straying from the SRD. Might as well ditch it even more.

I'm really wondering how to handle skills. More or less, I'd like advancement to be the gaining of skills... but that doesn't mean I know exactly how that should be handled. Should I start them off, like the SRD suggests, with absolutely NOTHING? Should I give them a small number of skill points to use at the beginning? How many? I know I'll restrict skills learnable by class... I guess I'll work on which skills for which classes next, but the number of skill points to give still elludes me.
 

Dont' forget that kids are small.... and small races they should be tiny.

Also, I'd just say when they grow up they grow into their level one class. Kind of like the apprenticeship classes.
 

The thing is under 16 is a HUGE range for instance a 7 yr old is still clumsy but most 12 yr olds have better Dex than an adult as they are more flexible etc etc

So perhaps work Stats as 1 per year (so a 3 yr old has 3s would have a stat of 3 in everything, 7 yr old would have 7's and a 15 yr old would have 15s) and then have these modified by 'Class' (eg a Roughhouser gets Str and Con Bonus)

Hey reminds me of Spycrafts departments!

Skills I'd divide into 'general' skills available to all characters (normal skill pt mechanic with pts per class) and Class skills which are gained as quasi Class abilities (say Survival, Use Magic Device, Heal...)

Classes
Bright Child (Wizard/Sorcerer Equivelent) Int +4, Cha - 2
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General Concept: Only children's class able to "Use Magical Device"

Caring Child (Cleric Equivelent) Cha +2, Wis +2 Con -2
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General Concept: Access to First Aid


Prankster Child (Rogue Equivelent) Dex +2, Wis +2 , Cha -2
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General Concept: Trap Use mainly (think the Macauly(sp) Calkin character on Home Alone, he gets to make nifty traps to 'get' the adults)


Roughhouser (Fighter/Monk Equivelent) Str +2 Con +2 Int - 4
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General Concept: Limited weapon selection (stick picked up off the ground, thrown stone, thrown food, etc)
Less penalties to both melee and ranged (but still penalties)
Fistfighting? How about dirty fighting (biting, etc)?


Young Paladin (Paladin Equivelent) aka The Playground Monitor! Cha +2
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General Concept: Lots of diplomacy (as Class ability involves Leadership feat stuff too) and first aid who only uses roughousing as a last resort and must be Obedient Good (or Nuetral Good?)

Hunter (Ranger/Druid Equivelent) Wis + 2
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General Concept: Only class with access to leathal weapons (bow hunting)


Anyway

Benny
8 yr old Prankster (Dex +2, Wis +2 , Cha -2)

Str 8, Dex 10, Con 8, Int 8, Wis 10, Cha 6

Class abilities (maybe): Disable Device, Trapfinding, Misdirection, Sneak Attack, Set Prank, Set Trap (CR = class level), Jury Rig ...
 

So perhaps work Stats as 1 per year (so a 3 yr old has 3s would have a stat of 3 in everything, 7 yr old would have 7's and a 15 yr old would have 15s)

Erm...the average 15-year old has 15s in everything, but the average adult has 10s and 11s? Even an 'elite' array of 15 14 13 12 10 8 is inferior to an average 15-year old kid...seems slightly odd.

If you divide the age by 2/3, it would more or less work (i.e. all 2s at age 3, all 4s at age 6, all 10s at age 15).
 

Al said:
Erm...the average 15-year old has 15s in everything, but the average adult has 10s and 11s? Even an 'elite' array of 15 14 13 12 10 8 is inferior to an average 15-year old kid...seems slightly odd.

If you divide the age by 2/3, it would more or less work (i.e. all 2s at age 3, all 4s at age 6, all 10s at age 15).

Yeah your system makes more sense but me I like keep it simple and having to calculate 2/3s of Age is actually not that hard I suppose so yeah

I like it!
Benny
8 yr old Prankster (Dex +2, Wis +2 , Cha -2)
Str 5, Dex 7, Con 5, Int 5, Wis 7, Cha 3

(Dex & Wis a bit low - may need to up the Stat Bonuses say Dex + 4 (9))

Age=Score
15= 10
14= 9
13= 8
12= 8
11= 7
10= 6
9= 6
8= 5
7= 4
6= 4
5= 3
4= 2
3= 2
2= 1
1= 1
 
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Perhaps you could have the child's ability scores match up with their age until the age of ten, when you'd have them roll 3d6. (or 4d6 in the case of a heroic character) I'd also think that human children under the age of three would be tiny, and human children under the age of ten small. But I don't know. The concept of Child PCs scares me too much. It reminds me of Lord of the Flies or Digimon or something.
 

Frankly, I'm missing the point of the idea behind multiple rules sets just to handle child PCs. New classes? Alignment system changes? It seems that it's all going a little too far, and it makes sure things don't jibe, especially if the idea is to mix adult and child PCs in a party. I do have some basic ideas, though.

As I write this down, I'm going to assume child PCs, when they are adults, are somehow destined to do epic things, even if those things turn out to be outside of the scope of the campaign. First, the characters are generated at seven years old, I'm going to assume.

Roll statistics as follows: Roll 5d6 and remove the lowest from the pool: The character's starting score in the statistic is the three LOWEST remaining dice. Add one to every score for each year, until the character hits the sum of the three highest dice in the roll. Additionally, if the character hasn't reached their maximum adult scores, they can add one to an ability score /every/ time they gain a new level. This is in addition to normal ability score enhancement. If the character is 16 and they haven't yet reached their maximum potential, well, they're out of luck.

Alignment: Leave it alone, especially if you're only changing labels. Altering descriptions for younger characters is fine, but remember that if a kid is put through decidedly adult situations, their world-view will probably expand very quickly.

Classes: Other than the potential of prestiege classes, I again don't see any reason that children /of this stature/ can't have normal PC classes. They're smarter, stronger, and just generally better than their peers at things. Yes, it will mean accelerating them into the tops of their professions at very young ages, but that's rather the point. Regular children would have the commoner class until they've had enough experience to advance a level, and then would likely lose that level, and the XP, to begin advancing in another class. To adjust the 'epic' ability of these characters, simply start them out older.
 

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