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General Tabletop Discussion
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How to trim 5E down to "Rules Lite" (for kids)
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<blockquote data-quote="happyhermit" data-source="post: 7533579" data-attributes="member: 6834463"><p>If you are only going to run for 2-3 players, and are an experienced GM, I would advise to at least consider taking care of the math and most of the rules for them. I have done this a ton over the years and it really doesn't seem to detract much for most new players, and often adds to the experience. </p><p></p><p>The players need to have an idea of what their PC is good at, straightforward concepts (and backgrounds) can help a lot. They need to have a general idea of their abilities, certain classes are obviously better for this and things like spellcards can help on that end. That's all they really need to know.</p><p></p><p>The GM asks for a roll, player rolls a D20, appropriate oohs or ahhs are expressed at the value rolled, then the GM adds the relevant modifiers and declares success or victory. The GM can also grab up the damage dice in the meantime and pass them to the player, or use averages. The math can also be done as a group with other players, but that does run into one potential problem, some kids can get sensitive about this sort of thing, especially if they know they are a bit behind the curve at a skill. But, if the game is presented this way at first, and especially if it's that way for everyone (table or GM doing math) then it just doesn't ever seem to be an issue.</p><p></p><p>So yeah, it might seem daunting but having a couple character sheets in front of you and doing the math really isn't that bad and you can run the game with fewer dice rolls to help out.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 7533579, member: 6834463"] If you are only going to run for 2-3 players, and are an experienced GM, I would advise to at least consider taking care of the math and most of the rules for them. I have done this a ton over the years and it really doesn't seem to detract much for most new players, and often adds to the experience. The players need to have an idea of what their PC is good at, straightforward concepts (and backgrounds) can help a lot. They need to have a general idea of their abilities, certain classes are obviously better for this and things like spellcards can help on that end. That's all they really need to know. The GM asks for a roll, player rolls a D20, appropriate oohs or ahhs are expressed at the value rolled, then the GM adds the relevant modifiers and declares success or victory. The GM can also grab up the damage dice in the meantime and pass them to the player, or use averages. The math can also be done as a group with other players, but that does run into one potential problem, some kids can get sensitive about this sort of thing, especially if they know they are a bit behind the curve at a skill. But, if the game is presented this way at first, and especially if it's that way for everyone (table or GM doing math) then it just doesn't ever seem to be an issue. So yeah, it might seem daunting but having a couple character sheets in front of you and doing the math really isn't that bad and you can run the game with fewer dice rolls to help out. [/QUOTE]
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