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<blockquote data-quote="Tony Vargas" data-source="post: 9173802" data-attributes="member: 996"><p>Definitely go with that, then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>How young? </p><p>I ran an intro game once at a con, and got a father & daughter, the daughter possibly being 6, I think (I'm not a good judge), and she very carefully tracked her character's hp and added up her rolls. It was quite adorable the concentration she put into it.</p><p>Anyway, for not quite that young players who aren't much for doing addition in their heads (has little to do with age or intelligence, really), just have a decent character sheet with everything toted up ahead of time. If a more tactical/advanced player puts a whammy on them that changes their bonus, let that player be responsible for it. Heck, you can even have a helper play 'table calculator' and do (or confirm) everyone's math. I mean, many groups have someone like that, even if you ask them to stop... repeatedly... no, that's not directed at a real person. </p><p></p><p>How big?</p><p>large groups get difficult to manage, and even an easy to run game can be an issue with more than 6 or 8 players. Turn times, alone, become a problem, (not even necessarily formal turns like in an initiative order, just, individual attention, generally) you need to manage players losing attention on what's happening between their turns, so you're not constantly bringing each player up to speed as their turn comes up, outside of structure turns like initiative, you need to be careful not to let anyone fall through the cracks.</p><p></p><p>That leaves out almost all D&D and most D&D-like games.</p><p></p><p>And that leaves out obvious 'rulez lite' alternatives. </p><p></p><p>13th Age does have some simpler player-facing options, like the Fighter (that, apparently, they gave up on and won't be so simple in the next version), and it can be fairly open-ended out of combat. And balances classes with a simple prescriptive 'day' length. And it runs readily in tactical or TotM (I've never seen anyone try<em> both at the same time</em>, tho). </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /> Actually, Essentials has simpler classes in the same sense as older eds or 5e - Knight, Slayer & Thief - and even a simpler caster (post-E, the Elementalist in HotEC). You could give the casuals pre-gens from Essentials, and let the more intense players build from pre-Essentials. (Tho the simpler E options may be lacking, E feats got some power creep, so if you build solid E pregens, and restrict player built PCs to pre-E.... could work out).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9173802, member: 996"] Definitely go with that, then. ;) How young? I ran an intro game once at a con, and got a father & daughter, the daughter possibly being 6, I think (I'm not a good judge), and she very carefully tracked her character's hp and added up her rolls. It was quite adorable the concentration she put into it. Anyway, for not quite that young players who aren't much for doing addition in their heads (has little to do with age or intelligence, really), just have a decent character sheet with everything toted up ahead of time. If a more tactical/advanced player puts a whammy on them that changes their bonus, let that player be responsible for it. Heck, you can even have a helper play 'table calculator' and do (or confirm) everyone's math. I mean, many groups have someone like that, even if you ask them to stop... repeatedly... no, that's not directed at a real person. How big? large groups get difficult to manage, and even an easy to run game can be an issue with more than 6 or 8 players. Turn times, alone, become a problem, (not even necessarily formal turns like in an initiative order, just, individual attention, generally) you need to manage players losing attention on what's happening between their turns, so you're not constantly bringing each player up to speed as their turn comes up, outside of structure turns like initiative, you need to be careful not to let anyone fall through the cracks. That leaves out almost all D&D and most D&D-like games. And that leaves out obvious 'rulez lite' alternatives. 13th Age does have some simpler player-facing options, like the Fighter (that, apparently, they gave up on and won't be so simple in the next version), and it can be fairly open-ended out of combat. And balances classes with a simple prescriptive 'day' length. And it runs readily in tactical or TotM (I've never seen anyone try[I] both at the same time[/I], tho). :unsure: Actually, Essentials has simpler classes in the same sense as older eds or 5e - Knight, Slayer & Thief - and even a simpler caster (post-E, the Elementalist in HotEC). You could give the casuals pre-gens from Essentials, and let the more intense players build from pre-Essentials. (Tho the simpler E options may be lacking, E feats got some power creep, so if you build solid E pregens, and restrict player built PCs to pre-E.... could work out). [/QUOTE]
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