Monday, January 23, 2017

Ran MM today for my daughter (10), two other kids (9 & 7) and their dad.

Ran MM today for my daughter (10), two other kids (9 & 7) and their dad. Except for my daughter the other three players were new to rpgs.

Reflections: it worked quite well but for newbies quite a lot of examples and guiding was needed, but they had fun and want to do it again. I really like traits but I think a random background roll would help flesh out the characters a bit. I love random equipment rolls and dR. I may have simplified combat by accident. I really like the d12 reaction table, used it heaps. I don't think I used the random encounter rules properly.

I have a question too. After chargen what is Armour and Weapon Training for?

14 comments:

  1. Awesome! Did you run a module or just wing it off the cuff with random tables?
    In regards to combat training, I think you can take it (again) at level 4 and 7 thus increasing your hit die and available armoury. I'd like to think specialist fighters or ones that tie their combat training to their traits can go beyond a d12 too, maybe if you use zocchi dice? D16?

    ReplyDelete
  2. Glad to hear it went well! I've never played MM with newbies or kids, but I can see how you would have to guide and explain quite a few things.

    The thing with random backgrounds is, they should be tailored to your world. I'm not sure it's a good thing to include them in the rules. You can easily make one yourself though, or adapt one you find online.

    Armour and weapon training represent the stuff you can wear and wield without penalty. It's a bit confusing at the moment, I need to make sure I don't use unnecessary game terminology. Basically, all you should know is that you can use armour and weapons with a die (risk or damage) up to your hit die.

    ReplyDelete
  3. Thanks Eric Nieudan, makes total sense now. Is the HD cap on weapons and armour just keep lowbies lowbies ?

    ReplyDelete
  4. I'm not sure I understand your question Richie Cyngler?

    ReplyDelete
  5. Sorry, I'll try and clarify. Why is there a cap (current HD) on weapons and armour use?

    ReplyDelete
  6. Nathan Roberts I'm currently limiting weapons and armour to d10. But I reckon high level characters could find magical or epic gear that's better than that.

    ReplyDelete
  7. Richie Cyngler Because D&D ;)
    But more that emulation classes, I think that characters who can't cast spells or do tricks should get something in return.

    ReplyDelete
  8. Nathan Roberts I just wung/wang/wingged/wanged it. I need a bit of work on my winginishness, I tend to start strong but run out juice after a while. I'm trying to develop a system of DMing for myself that is improvised and satisfying in the way that playing is for me.

    ReplyDelete
  9. Oh so combat training improves weapon and armour trying cap too?

    ReplyDelete
  10. Yes: you get tougher mostly by training with bigger weapons and heavier armour =)

    ReplyDelete
  11. I totally get it now. Maybe "Armour and Weapon Training" could be changed to "base combat training which applies to armour and weapons" or something like that?

    ReplyDelete
  12. I went and looked at the manuscript and noticed that I've changed it already. There's a sentence in the chargen procedure, and one under combat training.

    ReplyDelete