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<blockquote data-quote="Mr Fidgit" data-source="post: 372335" data-attributes="member: 6968"><p>hey angelsboi!</p><p></p><p>i while back, i thought about using this kind of 'device' (adventuring when they were kids) to give a party of adventurers a common background and history, so here are some ideas i had:</p><p></p><p>1) have the players create 1st level PCs, and then scale them back to reflect what they may have been like as children. you could reduce their ability scores (and skills, etc.), keeping in mind that a 10 or 11 is average for an adult. you wouldn't necessarily have to change their mental stats as long as their skill points were reduced or not calculated at all. (i've met really smart kids, but they simply don't know as much or have studied as much as any adult.) if you thought that the kids should have some abilities based on their future classes, you could even modify the apprentice level character rules in the DMG</p><p></p><p>2) don't have the players generate anything at all, except a background, a name and maybe a general physical description. talk about ability scores only in the abstract (he's a strong kid, she's really cute). this would force the players to concentrate on roleplaying and team building, instead of individual accomplishment. (the difference being, a rogue with a +10 climb and a +10 escape artist would know precisely that he could climb a wall and sqeeze through a window. a kid may have to think, 'well, i'm small, i'm sure i could get through that window if someone would give me a boost!')</p><p></p><p>(you could also think about skills in the abstract by having players write down things like, 'good with animals' (handle animal), 'sneaky' (hide and move silent), 'lies throughs his teeth' (bluff), etc.)</p><p></p><p>during gameplay:</p><p></p><p>a) CHEAT! (you want the little tykes to live, right?) become best friends with your DMs screen <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>b) include things that may not normally affect an adult adventurer, like a Will save because a scary monster just popped out of nowhere! (failure = a loss of a partial action, or something else non life threatening)</p><p></p><p>c) watch <em>Goonies</em> ! add that to <em>It</em> and maybe something like <em>Monster Squad</em> to get inspiration.</p><p></p><p>hope that helps a little <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mr Fidgit, post: 372335, member: 6968"] hey angelsboi! i while back, i thought about using this kind of 'device' (adventuring when they were kids) to give a party of adventurers a common background and history, so here are some ideas i had: 1) have the players create 1st level PCs, and then scale them back to reflect what they may have been like as children. you could reduce their ability scores (and skills, etc.), keeping in mind that a 10 or 11 is average for an adult. you wouldn't necessarily have to change their mental stats as long as their skill points were reduced or not calculated at all. (i've met really smart kids, but they simply don't know as much or have studied as much as any adult.) if you thought that the kids should have some abilities based on their future classes, you could even modify the apprentice level character rules in the DMG 2) don't have the players generate anything at all, except a background, a name and maybe a general physical description. talk about ability scores only in the abstract (he's a strong kid, she's really cute). this would force the players to concentrate on roleplaying and team building, instead of individual accomplishment. (the difference being, a rogue with a +10 climb and a +10 escape artist would know precisely that he could climb a wall and sqeeze through a window. a kid may have to think, 'well, i'm small, i'm sure i could get through that window if someone would give me a boost!') (you could also think about skills in the abstract by having players write down things like, 'good with animals' (handle animal), 'sneaky' (hide and move silent), 'lies throughs his teeth' (bluff), etc.) during gameplay: a) CHEAT! (you want the little tykes to live, right?) become best friends with your DMs screen :D b) include things that may not normally affect an adult adventurer, like a Will save because a scary monster just popped out of nowhere! (failure = a loss of a partial action, or something else non life threatening) c) watch [I]Goonies[/I] ! add that to [I]It[/I] and maybe something like [I]Monster Squad[/I] to get inspiration. hope that helps a little :) [/QUOTE]
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