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Too young to play D&D 4e
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<blockquote data-quote="kenmarable" data-source="post: 5015595" data-attributes="member: 40359"><p>I'm DMing for my kids a while now. The two oldest were 7 and 9 when I started and had no problems at all. It's been almost a year since I started, but we play infrequently due to girl scouts and other after school activities. My youngest is 6 and it was a bit iffy at first for her, but there was of course no way not to include her! <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=";)" /> Also, now that she's really picking up in reading skills, that has helped immensely. Otherwise, I just had to tell her what to roll and why.</p><p></p><p>As for 4e, I think it's actually great for kids. We had tried 3.5, but between them being younger and the classes working differently, they never really got into it. With 4e, it's very clear with "you can use the greens as much as you like, reds once in a fight, and blacks once a day". Before I had to make custom cards directions like "use and keep" or "use and give to Papa". </p><p></p><p>As others have said with violence, it's only as violent as you make it. I regularly describe the monsters as being knocked out, running away, or promising never to hurt anyone again. Basically 0hp is "out of the fight". Although I've also lowered monster hp to make the fights faster since their attention span can vary some nights.</p><p></p><p>I originally planned on just doing some various dungeon crawling with the general theme of "Dungeon Race" where they were racing against other teams to make it through various dungeons. They liked that at first, but then when they saw some of my other adventure modules, they started asking about those. So I just listed several options and let them choose what they liked. The only real modification I have had to do is to keep the non-combat sections detailed and open-ended. For example, my oldest is a ranger with a animal companion. Finding and befriending the animal companion interested her far more than any battle when we first started. So, go with what interests them, and be flexible. But otherwise, as long as you aren't trying a full on mystery adventure (not that there are many), most any should work.</p><p></p><p></p><p>Also great advice! Go with what you are comfortable with.</p><p></p><p></p><p>Oh, and lastly, I don't know if you have a DDI subscription, but I found the Character Builder to be IMMENSELY helpful with guiding the kids through character creation and leveling. All in one location it shows you "choose A, B, or C" for each decision. Very handy!</p></blockquote><p></p>
[QUOTE="kenmarable, post: 5015595, member: 40359"] I'm DMing for my kids a while now. The two oldest were 7 and 9 when I started and had no problems at all. It's been almost a year since I started, but we play infrequently due to girl scouts and other after school activities. My youngest is 6 and it was a bit iffy at first for her, but there was of course no way not to include her! ;) Also, now that she's really picking up in reading skills, that has helped immensely. Otherwise, I just had to tell her what to roll and why. As for 4e, I think it's actually great for kids. We had tried 3.5, but between them being younger and the classes working differently, they never really got into it. With 4e, it's very clear with "you can use the greens as much as you like, reds once in a fight, and blacks once a day". Before I had to make custom cards directions like "use and keep" or "use and give to Papa". As others have said with violence, it's only as violent as you make it. I regularly describe the monsters as being knocked out, running away, or promising never to hurt anyone again. Basically 0hp is "out of the fight". Although I've also lowered monster hp to make the fights faster since their attention span can vary some nights. I originally planned on just doing some various dungeon crawling with the general theme of "Dungeon Race" where they were racing against other teams to make it through various dungeons. They liked that at first, but then when they saw some of my other adventure modules, they started asking about those. So I just listed several options and let them choose what they liked. The only real modification I have had to do is to keep the non-combat sections detailed and open-ended. For example, my oldest is a ranger with a animal companion. Finding and befriending the animal companion interested her far more than any battle when we first started. So, go with what interests them, and be flexible. But otherwise, as long as you aren't trying a full on mystery adventure (not that there are many), most any should work. Also great advice! Go with what you are comfortable with. Oh, and lastly, I don't know if you have a DDI subscription, but I found the Character Builder to be IMMENSELY helpful with guiding the kids through character creation and leveling. All in one location it shows you "choose A, B, or C" for each decision. Very handy! [/QUOTE]
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