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General Tabletop Discussion
*Dungeons & Dragons
So my 4 year old has her own campaign
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<blockquote data-quote="Michael Ridley" data-source="post: 7473046" data-attributes="member: 6965411"><p><a href="https://ibb.co/bQ3Hro" target="_blank">https://ibb.co/bQ3Hro</a></p><p></p><p>Pretty much no math involved.</p><p></p><p>I copy and pasted simple images into boxes in gimp. Skills to the left. Items bottom right. Attacks above that. Then armor and health.</p><p></p><p>I have a copy somewhere without the guitar/name/wolf girl image/claw/sword/bow/items filled in.</p><p></p><p>The big shield represents 10 base ac, like a normal character sheet. Each additional filled in represents +1ac(shield, armor, Dex mod, etc.) Kelema has two additional (12ac) due to dexterity.</p><p></p><p>Instead of HP, at least for now, we are using a "heart" system. Like Zelda. Kelema started with two as a ranger/rogue type. A barbarian or paladin type might have 3. She gains half of a heart per level. Each time she takes damage it does half of a heart, or a whole heart if it was a big hit or a critical. Very simple. We have her character sheet in a page protector and she writes on it with a dry erase marker.</p><p></p><p>Right now we only use a d20 and d6 for simplicity sake. D20 for all skills and attacks. D6(or any die really) to determine if it's a normal or hard hit. Right now rolling a 6 is a heavy hit that does a whole heart of damage. If you want whole hearts worth of damage rarer, just use a die with more sides.</p><p></p><p>That's mostly it! I definitely run this game less rule heavy than my adult games. Rule of fun applies and overrides most. Especially since we focus more on narrative and roleplay than action right now. I try to keep combat simple and PG. So far there hasn't been any blood, but it's d&d so maybe down the road I'll change my mind.</p><p></p><p>Happy Kidventuring!</p></blockquote><p></p>
[QUOTE="Michael Ridley, post: 7473046, member: 6965411"] [url]https://ibb.co/bQ3Hro[/url] Pretty much no math involved. I copy and pasted simple images into boxes in gimp. Skills to the left. Items bottom right. Attacks above that. Then armor and health. I have a copy somewhere without the guitar/name/wolf girl image/claw/sword/bow/items filled in. The big shield represents 10 base ac, like a normal character sheet. Each additional filled in represents +1ac(shield, armor, Dex mod, etc.) Kelema has two additional (12ac) due to dexterity. Instead of HP, at least for now, we are using a "heart" system. Like Zelda. Kelema started with two as a ranger/rogue type. A barbarian or paladin type might have 3. She gains half of a heart per level. Each time she takes damage it does half of a heart, or a whole heart if it was a big hit or a critical. Very simple. We have her character sheet in a page protector and she writes on it with a dry erase marker. Right now we only use a d20 and d6 for simplicity sake. D20 for all skills and attacks. D6(or any die really) to determine if it's a normal or hard hit. Right now rolling a 6 is a heavy hit that does a whole heart of damage. If you want whole hearts worth of damage rarer, just use a die with more sides. That's mostly it! I definitely run this game less rule heavy than my adult games. Rule of fun applies and overrides most. Especially since we focus more on narrative and roleplay than action right now. I try to keep combat simple and PG. So far there hasn't been any blood, but it's d&d so maybe down the road I'll change my mind. Happy Kidventuring! [/QUOTE]
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So my 4 year old has her own campaign
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