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Easing my kids into PFRPG...
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<blockquote data-quote="BigWeather" data-source="post: 4980784" data-attributes="member: 84877"><p>My kids are 9 and 12 and expressed interest in playing a PnP RPG. As a long-time subscriber to Pathfinder that was initially my first thought. However, I was reading over the rules of some retro-clones and I realized some of the simplicity of combat (it is more abstract and less tactical) and lack of skills / feats may make a retro-clone a better introduction. On the other hand that would be throwing out what I consider one of the best inventions of 3.x+ -- the DC. And I don't even want to get them thinking negative AC = better!</p><p></p><p>So I've decided to strip down PFRPG and then introduce elements over time. I was thinking of starting with a subset of classes (probably fighter, wizard, cleric, and rogue -- the iconic four), ability scores, ability modifiers, AC, weapon damage, hit points, some basic spells, and DCs. I think it is important to introduce DCs early and with that ability modifiers so they can grok that a fighter's higher strength proved crucial in opening a stuck door whereas a weaker character would've failed.</p><p></p><p>Then, as they get comfortable with that I'll introduce skills, saves, more spells and a few more classes. Finally finish up by adding in combat complexity -- if they want it, honestly we may be able to just play without it -- in terms of feats, combat maneuvers, the elements of a combat round (before this I'm thinking you get one major action per round like "attack the orc", "cast a spell", VSM, positioning, etc. </p><p></p><p>That seem like a reasonable approach (from 30,000')?</p></blockquote><p></p>
[QUOTE="BigWeather, post: 4980784, member: 84877"] My kids are 9 and 12 and expressed interest in playing a PnP RPG. As a long-time subscriber to Pathfinder that was initially my first thought. However, I was reading over the rules of some retro-clones and I realized some of the simplicity of combat (it is more abstract and less tactical) and lack of skills / feats may make a retro-clone a better introduction. On the other hand that would be throwing out what I consider one of the best inventions of 3.x+ -- the DC. And I don't even want to get them thinking negative AC = better! So I've decided to strip down PFRPG and then introduce elements over time. I was thinking of starting with a subset of classes (probably fighter, wizard, cleric, and rogue -- the iconic four), ability scores, ability modifiers, AC, weapon damage, hit points, some basic spells, and DCs. I think it is important to introduce DCs early and with that ability modifiers so they can grok that a fighter's higher strength proved crucial in opening a stuck door whereas a weaker character would've failed. Then, as they get comfortable with that I'll introduce skills, saves, more spells and a few more classes. Finally finish up by adding in combat complexity -- if they want it, honestly we may be able to just play without it -- in terms of feats, combat maneuvers, the elements of a combat round (before this I'm thinking you get one major action per round like "attack the orc", "cast a spell", VSM, positioning, etc. That seem like a reasonable approach (from 30,000')? [/QUOTE]
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