I'm thinking about boiling down Dark Passages a bit for my kids.
Strength: Melee To Hit and Damage bonuses Alternate
Dexterity: Missile To Hit and Armor Class bonuses Alternate
Constitution: Hit Point Bonus and Metabolize Save Bonuses Alternate
Intelligence: Languages and Bonus Spells Alternate
Wisdom: Magic Save Bonus and Bonus Spells Alternate
Charisma: Reaction Bonus and Loyalty Bonus Alternate
I'm thinking each stat could also act as a quantity. That is to say, maximum followers equals Charisma or maximum spells known equals Intelligence.
Similarly for class abilities, I'd like to limit it to +1 every other level for every thing but I'm tempted to allow attribute progression in the mix.
Fighter: Melee and Missile Alternate
Spell Caster: Casting Level and Saving Throw Modifier Alternate
Theif / Rogue: Here I'm not quite sure, possibliy +1 to any two abilities per level, I'd like to avoid
I want there to be subclasses and blended classes and I'd probably like to have varied XP per level back in the mix.
Hit Dice and Damage would be by size class as always but I'd like to do a little more with bigger critters.
These are good ideas. Let me say that out of the gate. But kids don't need the game boiled down. Just play. They will "get" it. Kids love RPGs.
Well, my daughter is very energetic and creative but she's also pretty behind when it comes to math and reading.
As my thinking progresses I'm beginning to believe I want to create a modular, boardgameized, visual basic D&D (as opposed to a Visual BASIC D&D).
So, readily identifiable icons and tokens that act as math counters. Just a basic + or - on a counter that can be stacked and counted.
I'm leaning towards stats as straight bonuses, so there's no table look up.
So you'd have dungeon / building and wilderness tiles. Monsters and spells on cards. More D&D as MB Hero Quest. I know it's been tried but I guess I think I can do better than TSR.
I ran a game a while back for a bunch of kids my daughter included and she was 5.
the rules were
3 Stats
Brains
Charm
Body
Each kid had 6 points to spend with each point being a + (random generation leads to ill feelings with 5 year olds)
Mechanic was 2d6 +bonus from stat vs 7 or opposed in a contest.
In addition each PC got 3 things which could be anything they wanted.
So the elf had a magic sword, was a very fast runner and had a Lore skill to know stuff
My daughter chose to be a bird with flying and shapechange (which I charged 2 things for)
one little girl was a witch with a magic wand, and spells (again costed at 2)
The last one was a pixie who could fly, turn invisible and was really sneaky
We ran a great game the party had to travel through a dark forest avoid ing a load of goblins riding wolves to get to a dark tower.
They were pretty blood thirsty though with my daughter turnign into a tiger to eat all the dead goblins at one point.
kids eh I don't know......
You really don't need more rules than that for the kids to get into the fun of it.
I wrote a two-page RPG called Whip it Out, but it's for juvenile adults, not juveniles.
Lotsa visual stuff.
Part of the problem is she wants to DM so I want a set of rules she can read and understand but that still apply some structure to play. And I was thinking if it was done with D&D as the base system other people might find it useful.
Start with pure storytelling. An erasable mat and bad guy miniatures helps. As you go along, introduce the concepts. Just a couple or three per hour.
My daughter started DMing at age 8 this way. Two years later she knows the rules and runs a good game.
well, anyhow, back to reinventing the wheel. Note that I need to draw up a number of icons and much of the information here will be on illustrated cards.
Light Passages
Light Passages is a simple fantasy roleplaying game that uses tokens and cards to minimize bookkeeping. It is based on Dark Passages with which it is compatible. In this game you play a hero in a fantasy world. The hero fights monsters and gathers treasure but they also explore the world and talk to people and climb cliffs in a raging storm. In fact, they can do just about anything you can think of because Light Passages is run by a Dungeon Master. "What is that supposed to mean?" you might ask. Well, a Dungeon Master is a person who has read the rules and the adventure module or even made up their own adventure. They play the monsters and all the other people in the fantasy world, but they aren't an enemy of the heroes. Instead they are like the writer of a novel or the director of a movie, they set the stage and so the heroes can get out there and be heroic. The Dungeon Master's most important job is to be fair and make sure everyone is having fun.
Make A Hero
In Light Passages you get to make your own hero. They can be a human, elf, dwarf or halfling. They also get special training to be a Fighter, Wizard, Theif, or Priest. To make a character: pick a race card, an ability card, and a character class card.
The ability cards give you your base Ability Scores.
The race card give you your basic Hit Points and some special abilities.
The class card gives you your Hit Points and special bonuses to certain actions. Fighters can use any type of weapon or armor and get ten hit points per level. Wizards can cast arcane spells but can only use staffs and daggers and only get four hit points per level. Thieves can use basic weapons, sneak around, climb obstacles, and pick locks. They get six hit points per level. Clerics can cast divine spells, get eight hit points per level, wear any type of armor, and can use basic weapons.
The Ability Scores
Not every Dwarven Fighter is the same. Yours could be stronger or healthier or faster or smarter or more wise or more influential. Ability scores modify various actions and can be used to resolve activities that aren't covered by the rules.
2 - 3 -4
4 - 5 -3
6 - 7 -2
8 - 9 -1
10 - 11 0
12 - 13 +1
14 - 15 +2
16 - 17 +3
18 - 19 +4
Strength is the size build and muscular development of the character. It gives a bonus to fighting, damage, and swimming.
Dexterity is hand-eye coordination and agility. It gives a bonus to climbing, sneaking, shooting, and Defence.
Constitution is health and toughness. It gives a bonus to Hit Points and to resist poison.
Intelligence is knowledge and cleverness. It lets the Wizards cast more spells and gives a bonus to solve puzzles and out wit foes.
Wisdom is discipline and alertness. It lets Clerics cast more spells and gives a bonus to resist spells, search, and resists attempt to filch.
Charisma is leadership ability and force of personality. It gives a bonus to first impressions and the loyalty of followers.
Hit Points
The amount of damage a character can take before being beaten is called their Hit Points. When they have taken damage equal to their Hit Points heroes retire from the fight and monsters and villains flee to fight another day.
Dwarves are short but broad and muscular. They are proud of their beards and craftsmanship. Because they are an underground race Dwarves can see six spaces ahead in total darkness. Because they are hardy and fit, Dwarves get +2 to their Constitution and -1 to their Charisma. Dwarves are terrible swimmers, and are barely able to float so they get -5 to swimming and have to roll any time the water, no matter how calm, is over their heads.
Hit Points +3
Elves are tall and slender. They live pretty much forever and are often very wise. Elves can see six spaces in the dark. They get +1 to their Intelligence and -1 to their Constitution.
Hit Points: +4
Halflings are a little shorter than Dwarves but not as heavy-set. They are a carefree people who dislike shoes and excitement. Halflings get +2 to Dexterity and -2 to their Strength. Being small and quiet, they also get +2 to when sneaking.
Hit Points: +4
Humans come in many shapes and sizes. They can add +1 to any two ability scores.
Hit Points: +5
Clerics
Priests and priestesses become heroes by trying to fight back against evil and make the world a better place. They receive spells to help their friends through faith and prayer.
Hit Points: 5 per level
Weapons: no Longbow, Halberd, or Great Sword
+1 to Fighting at levels 2, 4, 6, 8, & 10
+1 to Shooting at levels 3, 6, & 9
+1 to Repulsion at levels 1, 3, 5, 7, & 9
+1 to Spell Casting at levels 3, 6, & 9
Armor: any
Spells: 1 Divine at levels 2, 4, 6, 8, & 10
Gear: Holy Symbol, Mace, Chainmail, Full Pack
Fighters
Knights and soldiers become heroes as they take the battle to the enemy for glory and honor.
Hit Points: 6 per level
Armor: any
Weapons: any
+1 to Fighting at levels 1, 3, 5, 7, & 9
+1 to Shooting at levels 2, 4, 6, 8, & 10
Spells: none
Gear: Chain Mail, Great Sword or Sword and Shield
or Leather Armor, Cross Bow, and Sword
or Chain Mail, Battle Axe and Short Bow
also, Full Pack
Theives
Even common criminals can become heroes, using their wits and cunning to defeat their foes.
Hit Points: 4 per level
Armor: only Leather
+1 to Fighting at levels 3, 6, & 9
+1 to Shooting at levels 2, 4, 6, 8, & 10
+1 to Climb at levels 1, 3, 5, 7, & 9
+1 to Sneak at levels 2, 4, 6, 8, &10
+1 to Tinker at levels 2, 4, 6, 8, & 10
Weapons: no Longbow, Halberd, or Great Sword
Gear: Lock Picks, Grappling Hook, Short Sword, Short Bow, Leather Armor, Full Pack
Wizards
Students of the arcane arts become heroes as they search for knowledge and rare materials needed for their research.
Hit Points: 3 per level
Weapons: only Dagger & Staff
Armor: none
+1 to Spell Casting at levels 1, 3, 5, 7, & 9
Spells: 1 per level
Gear: Spell Book, Staff, two Daggers, Full Pack.
Full Pack
Adventurers set out prepared. Each character has a back pack full of useful things they may want on their adventures.
Tinder Box
Water Skin or Gourd
one week Dried Food
Cooking Pot or Rope
Oil Flask
Lantern or Spikes and Hammer
Weapons
Dagger 1d4
Short Sword 1d6
Sword 1d8 two handed for halflings
Great Sword 1d10 two handed
Club 1d6
Mace 1d8
Staff 1d10
Hand Axe 1d6
Battle Axe 1d8 two handed for halflings
Halberd 1d10 throw
Spear 1d8 throw , set against charge
Cross Bow 12 1d10, full action & two hands to load
Long Bow 12 1d8 two handed
Short Bow 9 1d6 two handed
Sling 6 1d6 two hands to load
Armor
Leather 12
Chain 14
Plate 16
Shield + 2
Rounds
The time it takes for everyone to take a turn is called a Round. The heroes go first, then the monsters. If two heroes want to know who goes first the one with the highest Dexterity does.
Actions
The things that a hero or monster can do that are described by the rules are called actions. Each round, on their turn a hero can do one action. They can also do things that are not described by the rules but must accept the Dungeon Master's decision. Most of other things can be figured out by rolling a twenty-sided dice and allowing the character to succeed if they roll the ability score that seems most important to the activity or less.
Cast Spell
To cast a spell, read the spell card out, if lasts for more than one round put the card on the map by the target, if not, discard it. Your Wizard or Cleric can only do the spell on the card once per game day. The Spell Casting bonus determines the highest power level of spell you can choose. When selecting spell cards, higher powered spells count as a number of spells equal to their power level.
Climb
Some spaces can only be entered by climbing. Most climbs are easy, you don't need to roll the dice to climb a flight of stairs but you might need to if you want to climb ten stories. Dexterity gives a bonus to climbing rolls. Thieves also get a bonus to their climbing rolls. The difficulty of the climb is marked on the map with a climb icon.
Fight
To hit an enemy with a sword, axe, spear or other weapon the hero needs to be facing an enemy in the space right ahead of them. Spears and Halberds can hit foes one space away and can even be used from behind another hero.
To find out if the attack hits, roll a twenty sided dice and need to get a number equal to or greater than their Armor Class, which is shown on their Armor Card. Every class gets a bonus to hit when fighting that depends on their level. Strength also gives a bonus to hit. Dexterity gives a bonus to Armor Class making the character harder to hit but only when the attacker is in front of them.
If the attack hits, roll the damage die shown for the weapon and add a bonus for the character's Strength. Subtract this total from the target's Hit Points.
Filtch
A hero can try to pick pockets or remove items from shelves without being noticed. To do so they must meet or beat the Wisdom of all observers with a twenty sided dice roll. Thieves get a bonus to their Filch rolls.
Move
Each race card shows how many squares the hero can move each round. Humans and Elves move six spaces, Dwarves and Halflings can move four spaces. You never have to use all of your hero's movement. They can end their move facing any direction.
It is possible to move and fight in the same turn. This is called charging and gives a plus two to damage but also gives the enemy a plus two to hit. If the enemy has a loaded ranged weapon, a halberd, or a spear they get a free attack when charged from the front.
Search
Hidden objects, traps, and secret doors can be discovered by searching. To find something the character must meet or beat the difficulty shown on the Dungeon Master's map with a twenty-sided die roll. Thieves and Elves get a bonus to search. Wisdom also gives a bonus to searching rolls.
Shoot
To shoot at an enemy with a ranged weapon or throw something at them, they must be in front of the character and not hidden behind any obstacles. Crossbows take a full action to load. A hero can move and fire a loaded crossbow.
It's harder to hit at long range. Each weapon has a range number. Targets past this number of spaces have a two point bonus to their defence. Targets more than three times this number have five point bonus to their defence.
Sneak
If a character wants to move past an enemy without being seen or heard they must equal or exceed the enemy's Wisdom with a twenty sided die roll. Thieves get a bonus to sneak. Dexterity gives a bonus to sneak. A character who successfully sneaks cannot be attacked, even if they are right in front of the enemy.
Swim
Most heroes and monsters can swim. Some like Dwarves do it badly. Most swimming is easy enough to be automatic but if a hero is thrown over board in a typhoon or gets knocked off the drawbridge into the moat in full armor, they'll need to make a swimming roll. Strength gives a bonus to swimming rolls. Dwarves swim so badly that they get a -5. Fish and monsters that live in the water never need to make a swimming roll.
Tinker
Locks can be picked and traps disarmed by rolling a twenty-sided die and meeting or beating the number shown on the map or on the trap card. If a second attempt is made and failed the lock is jammed and the door must be opened magically or broken down. Traps can only be disarmed if they are found by searching. Traps are set off if a second attempt fails.
Here's some monsters and a modified stat bonus table.
1 - 2 -4
3 - 4 -3
5 - 6 -2
7 - 8 -1
9 - 12 0
13 - 14 +1
15 - 17 +2
17 - 18 +3
19 - 20 +4
Stat Cards would just look like this:
Mighty
Strength 17 (+3 Fighting, Damage)
Dexterity 13 (+1 Defence, Shooting)
Constitution 13 (+1 Hit Point, Resist Poison)
Intelligence 9
Wisdom 10
Charisma 11
Tough
Strength 13 (+1 Fighting, Damage)
Dexterity 13 (+1 Defence, Shooting)
Constitution 17 (+3 Hit Points, Resist Poison)
Intelligence 9
Wisdom 10
Charisma 11
Cunning
Strength 9
Dexterity 13 (+1 Defence, Shooting)
Constitution 11
Intelligence 17 (+3 Spells)
Wisdom 10
Charisma 13 (+1 Loyalty & Reactions)
These are examples rather than final versions, I'd mix up the values a bit more but I love the way D&D's attribute bonuses work. Strength is usually the best thing but do you want Dexterity or Constitution for the other good score? An 18 Dexterity fighter with a long bow might be better than an 18 Strength fighter with a great sword, especially in second edition.
Archer (Marksman)
Move: 6
Defense: 12
Hit Points: 5 (15)
Fight: 0 (+2)
Shoot: +1 (+3)
Damage: 1d8*
*Longbow
Bandit (Captain)
Move: 6
Defence: 12
Hit Points: 4 (20)
Fight: 0 (+4)
Shoot: 0 (+5)
Damage:1d8*
*Longbow
Dragon
Move: 12*
Defence: 15
Hit Points: 36
Fight: +6
Shoot: +6
Damage: 1d12**
*Fly 24
**Breath Weapon
Goblin (Champion)
Move: 4
Defence: 12 (14)
Hit Points: 3 (9)
Fight: 0 (+3)
Shoot: 0
Damage: 1d6
Horse (Warhorse)
Move: 12
Defence: 12 (15)
Hit Points: 5 (10)
Fight: 0 (+1)
Shoot: 0
Damage: 1d10
Lord
Move: 6
Defence: 20*
Hit Points: 50
Fight: +10
Shoot: +9
Damage: 1d10 +2**
* +2 Magic Armor
** +2 Magic Sword
Ogre (Boss)
Move: 4
Defence: 12 (15)
Hit Points: 20 (30)
Fight: +4 (+6)
Shoot: 0
Damage: 1d10
Rat (Giant)
Move: 9
Defense: 13
Hit Points: 2 (4)
Fight: 0
Shoot: 0
Damage: 1d4 (1d6)
Skeleton (Captain)
Move: 6
Defense: 13 (15)
Hit Points: 4 (12)
Fight: 0 (+3)
Shoot: 0
Damage: 1d8
Snake (Python)
Move: 6 (4)
Defence: 12
Hit Points: 2 (8)
Fight: 0 (+1)
Shoot: 0
Damage: 1d4* (1d8)
* +1d8 Poison
Soldier (Captain)
Move: 6
Defense: 14 (16)
Hit Points: 5 (25)
Fight: +1 (+5)
Shoot: 0 (+4)
Damage: 1d8*
*Spear and Shield
Troll
Move: 9
Defence: 14
Hit Points: 30
Fight: +6
Shoot: +5
Damage: 1d10
Regenerates: 1 Hit Point per Round
Wight
Move: 6
Defence: 18*
Hit Points: 20
Fight: +5
Shoot: +5
Damage: 1d6
*Silver and Magic
Wolves (Dire)
Move: 9
Defense: 12
Hit Points: 3 (5)
Fight: 0
Shoot: 0
Damage 1d6 (1d10)
Wraith
Move: 9
Defense: 12*
Hit Points: 24
Fight: +6
Shoot: 0
Damage 1d8**
* Magic
** -1 Accursed Touch
Zombies
Move: 4
Defense: 11
Hit Points: 8
Fight: 0
Shoot: 0
Damage 1d8