Playing D&D With Kids
Posted: Sun Feb 02, 2014 3:07 am
I sometimes run a very, very rules light D&D variant at a daycare for 10-12 year old kids. Let me tell you some lessons the kids have learned from this:
1.) Teamwork is better than Competition. If a bunch of goblins can work together, so can heroes.
2.) A good plan is better than all the might in the world. Even if you're a warrior. Sometimes a good plan is running. Especially when a dragon is involved.
3.) Don't steal your wizard's owl familiar. Just don't. You might succeed in taking it. But then you have an angry owl far, far too close to your face.
What have I learned from this?
1.) Kids are great at coming up with random stuff and going down that road.
2.) Don't bother deep plotting when running for kids. See Point 1. This is sometimes a bit of a personal struggle with me.
3.) Kids LOVE those fancy dice. So hard.
The rules I use basically run as follows:
You can be a Human, Elf, Dwarf or Hobbit (Kids get confused by halfling, so it's a hobbit for them)
You can be a Wizard, Warrior or Thief.
The attributes are: Strong, Smart, Sneaky
The attribute points translate directly to dice bonuses from +1 to +4 potentially. Characters have six points to put between the three attributes and must have at least 1 point in each attribute.
Health is 2x Strong. Or 3x Strong if you are a Warrior.
Defence (AC) is 10 + Sneaky.
Level Progression is mostly arbitrary. Health increases by Strong score each time. Wizard's spells get more powerful. Warriors get better at fighting. Thieves get better at thieving.
Wizards get to cast spells, but can't wear armour or shields and do only d4 damage when they attack. Wizards get a number of spells to start with equal to their Smart attribute. They have to learn any new spells. I usually pick spells randomly from 1st or 2nd level spells I know from the book.
Warriors get to use all sorts of weapons and armour. They get 3x Strong as their Health. They do d8 damage with attacks.
Thieves can use light weapons and armour. They cannot cast spells directly but can try to cast spells from scrolls. They do d6 damage with attacks. If they catch an enemy totally unawares, they do double damage.
Every character gets to take up to four items along with them. If the item is magical or unlikely, a roll of percentage dice is used to decide, with the target determined by the DM. Warriors always get light armour and a weapon. Thieves get thieves' tools and a weapon. Wizards get a wand/staff and a familiar.
Humans get to take one extra item with them. Dwarves see in the dark (darkvision), can't get scared (immune to fear) and can always sense depth and direction underground. Elves see and hear better than humans (+2), can understand the language of one kind of animal and can always use bows (even wizards). Hobbits see and hear well (+2) and are good at hiding (+2 as well).
Initiative is group initiative by d6. Partial surprise is a +1 bonus. Total surprise is a +2 bonus.
A lot of things are deliberately left fluid, and the idea is to craft an adventure more than anything else.
1.) Teamwork is better than Competition. If a bunch of goblins can work together, so can heroes.
2.) A good plan is better than all the might in the world. Even if you're a warrior. Sometimes a good plan is running. Especially when a dragon is involved.
3.) Don't steal your wizard's owl familiar. Just don't. You might succeed in taking it. But then you have an angry owl far, far too close to your face.
What have I learned from this?
1.) Kids are great at coming up with random stuff and going down that road.
2.) Don't bother deep plotting when running for kids. See Point 1. This is sometimes a bit of a personal struggle with me.
3.) Kids LOVE those fancy dice. So hard.
The rules I use basically run as follows:
You can be a Human, Elf, Dwarf or Hobbit (Kids get confused by halfling, so it's a hobbit for them)
You can be a Wizard, Warrior or Thief.
The attributes are: Strong, Smart, Sneaky
The attribute points translate directly to dice bonuses from +1 to +4 potentially. Characters have six points to put between the three attributes and must have at least 1 point in each attribute.
Health is 2x Strong. Or 3x Strong if you are a Warrior.
Defence (AC) is 10 + Sneaky.
Level Progression is mostly arbitrary. Health increases by Strong score each time. Wizard's spells get more powerful. Warriors get better at fighting. Thieves get better at thieving.
Wizards get to cast spells, but can't wear armour or shields and do only d4 damage when they attack. Wizards get a number of spells to start with equal to their Smart attribute. They have to learn any new spells. I usually pick spells randomly from 1st or 2nd level spells I know from the book.
Warriors get to use all sorts of weapons and armour. They get 3x Strong as their Health. They do d8 damage with attacks.
Thieves can use light weapons and armour. They cannot cast spells directly but can try to cast spells from scrolls. They do d6 damage with attacks. If they catch an enemy totally unawares, they do double damage.
Every character gets to take up to four items along with them. If the item is magical or unlikely, a roll of percentage dice is used to decide, with the target determined by the DM. Warriors always get light armour and a weapon. Thieves get thieves' tools and a weapon. Wizards get a wand/staff and a familiar.
Humans get to take one extra item with them. Dwarves see in the dark (darkvision), can't get scared (immune to fear) and can always sense depth and direction underground. Elves see and hear better than humans (+2), can understand the language of one kind of animal and can always use bows (even wizards). Hobbits see and hear well (+2) and are good at hiding (+2 as well).
Initiative is group initiative by d6. Partial surprise is a +1 bonus. Total surprise is a +2 bonus.
A lot of things are deliberately left fluid, and the idea is to craft an adventure more than anything else.