hafrogman said:Well, I'll admit that in a perfect world, Garreth would be much more reticent, but the group appears to need a forcefull personality and so he stepped into the role. It's not that he's a great leader, more like the brains behind the scene.
The group itself reacts well to him, again partially in the name of group unity, but also because of unusual circumstances.
At first I wasn't sure how I took it, but if you do the stat increases the way adult characters get stat increases (level-based), that might work well. I like the idea of lack of level, so it couldn't be that exact method, but something related to aging, or "class" changing? Kids go through a lot, especially between the age of our characters and the adult age in D&D. Changing classes frequently wouldn't be out of the question, in those years. For the stats, perhaps if a character changes class, s/he would get X many stat points to add, but based on class. If you go from Roughhouser to Bright, for example, you wouldn't lose the Roughhouser bonuses, but you would only be allowed to add the Bright ones, thus reflecting the change in focus for the child. In order not to penalize or promote characters who don't change classes, you could work out a time-based or event-based system of changing classes. For example, you can only change class after 6 months of in-game time, or you can only change class if X happens to your character. This would allow Garreth to be a crazy-intelligent adult, but that's okay because he is a crazy-intelligent child.hafrogman said:As regards the rules in general, the stat adjustments and pre-classes raise a few issues with me. Nothing bad, just my opinions and or questions. For example, what happens to them as time passes? Do they go away when you gain 1000 xp and gain your class level? Will Garreth suddenly become an 8 int wizard? Or do they stay until the character ages, and if so, when do they go away? When the character hits adult age, or before? What happens to my +4 int, does it suddenly drop one day, or does my score gradually raise according to age/adult age until I reach my base stat level when it stops growing (this seems to make the most sense, but when do I gain my charisma penalty back then?). I realize that your primary goal for this rule set are to create viable rules for playing children, and not neccesarily for playing characters from childhood into adult hood.
Also, the bonuses and penalties can cause wierd comparitive stats where the 18 base int roughhouser child has an int score of 5 while the 10 base int smart child has a 9 int. Your stat bonuses are chosen by the class you want to go into. An elven archer might want to be a fighter, but as a child will have strength and con bonuses. A brilliant general could be a fighter as well, but have a barely sentient intelligence level.
A possible thought I had is to not neccesarily lock children into a class based on their aptitudes. They pick up a class level at 1000xp in whatever class they like. This means instead of needing a child classification for each class, you just have six, one designed around each stat, like the d20 modern classes. Then you have a sort of background chosen for the child's home and family. This would differentiate between the rural, farm boy strong kid, and the urban, street bully strong kid.
Seonaid said:But how would that work with characters who age differently? It still has the problem of making dwarves advance more than humans, for example.
Okay, that's a lot clearer. That makes sense, and doesn't violate what I was saying.Vargo said:Once all your stats are at the "adult" level, they cannot be raised any higher.
That's a really good idea, allowing for more versatility in character building and growth. As long as it's balanced, that would work well.You may also exchange 100xp for 1d(skill points per level/2)+int, up to the maximum allowed for a first level character of the class you have selected.
I was unclear on this before as well, but didn't say anything: What is "full value"? An average of +0 for stats?Once you have bought all your skills and stats to full value, you become a 1st level character in the class you chose.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.