Good starting ruleset for a 9 yr-old?

IronWolf said:
And another option would be to take a look at the new Basic set. I don't have it, but it is supposed to be geared to bring new people into the game. And in the long run may make it easier to transition into a more recent flavor of D&D (if that is what you are after).


i have it. it ain't geared for a 9 year-old.

heck, it ain't really geared for a tween.
 

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I like HARP for its simplicity. The classes are all straightforward, and skill selection and talents allow for a lot of customization. It's all point-based, so if they can do math, they can figure it out easily enough. Also no complex rules like grappling, attacks of opportunity, or any of that other complex stuff. I think Teflon Billy commented before that his 9 year old niece fell in love with it, and mastered it in a very short amount of time. Plus it's cheap - $10 for the PDF.

Otherwise, I'd suggest looking for the new D&D basic set. I've heard good things about it. There may be reviews of it here.
 



CarlZog, I'm not familiar with the Moldvay-edition, but I think you underestimate your kid if you think 3.x to too complex for their little minds. I run monthly game for a bunch of kids using the standard 3.0e ruleset. The kids range from 8 to 14. While it can be a little s-l-o-w going through the rules as they happen, but that's part of the investment and they seem to soak it up pretty well.

have fun with them.

Stockdale
 

I'm actually running my 6 year old and 11 year old nephews through a little adventure using the Castle and Crusades boxed set. I asked them what race they wanted to be, what class they wanted to be, what they wanted to name their characters, roll their stats, and I took care of the rest.

They love it, and they are getting the hang of it! My littlest nephew loves it so much, he begs me, "Uncle Orion, can we pleeeeeease play D&D?"

After our first session, he wanted to keep going, so he "played by himself". He was saying stuff like "I cast magic missle at the giant - he's dead!"

Too precious :D
 


I think one of the problems is the word "Basic." I've always thought it was a misleading term. The "Basic" in Basic D&D refers to the lower initial experience levels rather than any oversimplification of the rules. Granted, the rules aren't nearly as complex as AD&D or 3.X, but the product line of Moldvay/Cook takes characters through 14th level. Using the Mentzer edits, gameplay is detailed through level 36 and into Immortality. Of course, most folks I know haven't played too many characters that long, but the system is incredibly detailed if you want to use those rules. The real selling point to me on B/X & BECMI D&D is the modularity of the rules. Adding tweaks or house rules, as well as taking out optional rules, is much easier than in other versions of the game. You're not as likely to "unbalance" some aspect of the game because the rules aren't as interdependant as in d20 or AD&D.

IMHO, YMMV, yada yada yada ;)
 


MonsterMash said:
I'd go with either the Moldvay Basic or Castles & Crusades.

Seconded, but I'd substitute the "new" basic set for the Moldvay set. The rules are suitably simplified, and if he likes it, it's a good springboard to the core books.

However, since he ate up the basic rules books already and is somewhat familiar with 1e you might do better with Castles and Crusades.
 

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