Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Good Way to Handle Child Prodigies?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5293559" data-attributes="member: 4937"><p>Children are inherently hard to do mechanically. You always have to give up something.</p><p></p><p>The problem is made harder than it needs to be in stock D20 because size small is an advantage in that its disadvantages are much smaller than its advantages. If you straight up take a race and make it smaller, it gets better under RAW D&D. If that's what being a 'child' means, everyone will want to be one.</p><p></p><p>There are two basic models of children mechanically. Neither is going to be fully satifying. The realistic model of children is that being a child is a huge disadvantage mechanically modelled by large penalties in ability. In the realistic model, being a child grants you large penalties and nothing in exchange. As the campaign advances, these penalties begin to be ammelorated on their own as the child ages into an adult and acquires the abilities you'd expect of an adult member of their race. The end result is an adult character who has the same abilities that they would have if they started as an adult. The problem with the realistic model is that there is absolutely no reason to play a child. The realistic model strongly discourages children as adventurers.</p><p></p><p>The other basic model is a gamist model. In the gamist model 'child' is a template that is permenently applied to the character during character creation. It has various benefits and advantages that taken as a whole balance out, either inherently within the template or (if the template is on the whole a net disadvantage) because taking the template allows the player to choose some offsetting advantage. Under the gamist model, as the campaign advances the passing of time has no effect on the abilities of the character. Instead, the normal progress of character advancement is assumed to represent at least in part the gradual aging and maturation of the character. If the character 'grows up' mechanically this has no effect on the character. It's just flavor.</p><p></p><p>As for your particular rules suggestion, I think that at minimum your child template should apply the same standard modification modifying the size of an NPC does. That is, make them smaller size AND STR -4, CON -4, DEX +2. This unbalanced stat adjustment is critical because smaller size must be seen without unbalanced stat adjustment as a pure win. Intellectual modifiers are realistic, but in my opinion unnecessary.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5293559, member: 4937"] Children are inherently hard to do mechanically. You always have to give up something. The problem is made harder than it needs to be in stock D20 because size small is an advantage in that its disadvantages are much smaller than its advantages. If you straight up take a race and make it smaller, it gets better under RAW D&D. If that's what being a 'child' means, everyone will want to be one. There are two basic models of children mechanically. Neither is going to be fully satifying. The realistic model of children is that being a child is a huge disadvantage mechanically modelled by large penalties in ability. In the realistic model, being a child grants you large penalties and nothing in exchange. As the campaign advances, these penalties begin to be ammelorated on their own as the child ages into an adult and acquires the abilities you'd expect of an adult member of their race. The end result is an adult character who has the same abilities that they would have if they started as an adult. The problem with the realistic model is that there is absolutely no reason to play a child. The realistic model strongly discourages children as adventurers. The other basic model is a gamist model. In the gamist model 'child' is a template that is permenently applied to the character during character creation. It has various benefits and advantages that taken as a whole balance out, either inherently within the template or (if the template is on the whole a net disadvantage) because taking the template allows the player to choose some offsetting advantage. Under the gamist model, as the campaign advances the passing of time has no effect on the abilities of the character. Instead, the normal progress of character advancement is assumed to represent at least in part the gradual aging and maturation of the character. If the character 'grows up' mechanically this has no effect on the character. It's just flavor. As for your particular rules suggestion, I think that at minimum your child template should apply the same standard modification modifying the size of an NPC does. That is, make them smaller size AND STR -4, CON -4, DEX +2. This unbalanced stat adjustment is critical because smaller size must be seen without unbalanced stat adjustment as a pure win. Intellectual modifiers are realistic, but in my opinion unnecessary. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Good Way to Handle Child Prodigies?
Top