Post by catcharlie on Sept 5, 2015 11:29:54 GMT
So I mentioned, in my intro post, that I created/hacked together a D&D-lite for kids and my wife runs a D&D group after school with them at the school she teaches at, using the system. The kids are between 7-11 and they have 40 minute sessions (though some times they spend 30 minutes arguing ) once a week. The next school term is about to start and I have been thinking about sorting the next campaign up for her to run. The sessions are run in Maptools an an interactive white-board in the classroom.
They had two campaigns so far, the first one was very much a 'tutorial' where they encountered most of the staple RPG elements each 'session' (some times they over ran into the next week), the second was a bit more fight-y as we didn't get around to planning it as well due to life happening, but they enjoyed it none the less. Both campaigns were rather similar in most stuff, same races/classes, same location, some of the same NPCs, so to change it up a bit (and inspired by the aquatic episodes on DMB) I want the next campaign to be an aquatic campaign.
Break down of old campaign behind spoiler tags
All players had health of 20
Players faint when they reach 0hp, no deaths.
Roll a d10 for attacks
Stats:
- Body - Substitute for Strength and Dexterity
- Mental - Substitute for Intelligence and Wisdom
- Personality - Substitute for Charisma
- Health - Substitute for Constitution
Skills:
- Physical
- Perception
- Magic
- Knowledge
- Heal
- Speech
Races:
- Human
- Elf
- Dwarf
- Hobbit/Halfling
- Orc
- Half-Giant
- Minotaur
- Magic Robot (Warforged)
Classes:
- Fighter - Damage Dice: D12, AC: 6, Speed: 4, + 1 to Physical skill checks.
- Ranger - Damage Dice: D8, AC: 5, Speed: 5, Special: Can only make ranged attacks, + 1 to Perception skill checks.
- Stealth - Damage Dice: D8, AC: 5, Speed: 5, Special: +1 bonus to hit if next to ally, + 1 to Speech skill checks.
- Witch/Wizard - Damage Dice: D6, AC: 4, Speed: 5, Special: Can cast spells, + 1 to Magic skill checks.
- Healer - Damage Dice: D10, AC: 5, Speed: 6, Special: Can cast Heal (Healers) spell, + 1 to Heal skill checks.
Magic:
- Fire - 1d6 damage + 1 point of damage each round until save
- Ice - 1d6 damage + monsters can only move half speed
- Lightning - 1d6 damage + 2 points of damage
- Darkness - -2 penalty to attack
- Heal (Wizards) - heals 1d6 points of damage
- Heal (Healers) - Heals 1d6 + 5 points of damage
Originally I was going to have the players start on a boat, the boat would be attacked by a huge sea monster then the characters wake up in an underwater city (I'm thinking Atlantis a-la Young Justice), once awake they would be summoned to see the king/queen who would tell them that the same monster had been attacking the city so he would spare some guards who would go with them and hunt down/defeat the monster (Note: it would also be explained that they had cast a spell on them or they had been given a magical item, which is why they could now breath underwater). But then I wanted to add in some aquatic races that they could play, but I added in 6 which was the same amount of races that were originally available so instead I'm having it that the players are the kings guard that are being sent with/instead of the ship wrecked crew to hunt the monster.
So the plan is for the first session to be Campaign intro (what I have described above) and Character building, then the second session would be gathering information as to where the monster has gone now that it has attacked the boat and city and disappeared.
So now here is the issue I have run into... in the original campaigns we ran we had 8 races and 5 classes.
I currently have
6 races: (Thank you Rich Howard of Tribality)
- Atlantian -
- Merfolk - tribality.com/2015/01/02/5th-edition-aquatic-races-merfolk/
- Cecaelias - tribality.com/2015/01/14/from-the-depths-cecaelias/
- Selkie - tribality.com/2015/01/02/5th-edition-aquatic-builds-selkie/
- Locathan - tribality.com/2015/03/11/aquatic-allies-locathah-for-5th-edition/
- Koalinth - tribality.com/2015/02/25/from-the-depths-koalinth/
but I am lacking in Classes. I was thinking:
- Harpooner/Leviathan Hunter - Ranger type character, good at tracking out side of battle, fights with a harpoon/spear weapon, maybe can drag creatures towards them on a successful hit, light
- Ocean Sorcerer - Magic user with some water based spells
I need some form of healer, a fighter equivalent (maybe make the harpooner the ranger and the Leviathan hunter more of a fighter type character), even if I just give the old classes new names and an out of battle power/bonus.
so far for spells I have got:
- Boil water
- Octopus Ink - -2 to monsters chance to hit
- Whirl pool - -2 to monsters AC
- Control Current - Move target
Summary
I need help with naming the classes, giving them out of battle powers, Simplifying the Racial powers, and maybe a few more spells.
The kids have a tendency to befriend things so I want to see if I can make a few more things have out of battle effects, for example the Control Current spell I was thinking could be used to move things towards the party or into something else.
Many thanks all!
They had two campaigns so far, the first one was very much a 'tutorial' where they encountered most of the staple RPG elements each 'session' (some times they over ran into the next week), the second was a bit more fight-y as we didn't get around to planning it as well due to life happening, but they enjoyed it none the less. Both campaigns were rather similar in most stuff, same races/classes, same location, some of the same NPCs, so to change it up a bit (and inspired by the aquatic episodes on DMB) I want the next campaign to be an aquatic campaign.
Break down of old campaign behind spoiler tags
All players had health of 20
Players faint when they reach 0hp, no deaths.
Roll a d10 for attacks
Stats:
- Body - Substitute for Strength and Dexterity
- Mental - Substitute for Intelligence and Wisdom
- Personality - Substitute for Charisma
- Health - Substitute for Constitution
Skills:
- Physical
- Perception
- Magic
- Knowledge
- Heal
- Speech
Races:
- Human
- Elf
- Dwarf
- Hobbit/Halfling
- Orc
- Half-Giant
- Minotaur
- Magic Robot (Warforged)
Classes:
- Fighter - Damage Dice: D12, AC: 6, Speed: 4, + 1 to Physical skill checks.
- Ranger - Damage Dice: D8, AC: 5, Speed: 5, Special: Can only make ranged attacks, + 1 to Perception skill checks.
- Stealth - Damage Dice: D8, AC: 5, Speed: 5, Special: +1 bonus to hit if next to ally, + 1 to Speech skill checks.
- Witch/Wizard - Damage Dice: D6, AC: 4, Speed: 5, Special: Can cast spells, + 1 to Magic skill checks.
- Healer - Damage Dice: D10, AC: 5, Speed: 6, Special: Can cast Heal (Healers) spell, + 1 to Heal skill checks.
Magic:
- Fire - 1d6 damage + 1 point of damage each round until save
- Ice - 1d6 damage + monsters can only move half speed
- Lightning - 1d6 damage + 2 points of damage
- Darkness - -2 penalty to attack
- Heal (Wizards) - heals 1d6 points of damage
- Heal (Healers) - Heals 1d6 + 5 points of damage
Originally I was going to have the players start on a boat, the boat would be attacked by a huge sea monster then the characters wake up in an underwater city (I'm thinking Atlantis a-la Young Justice), once awake they would be summoned to see the king/queen who would tell them that the same monster had been attacking the city so he would spare some guards who would go with them and hunt down/defeat the monster (Note: it would also be explained that they had cast a spell on them or they had been given a magical item, which is why they could now breath underwater). But then I wanted to add in some aquatic races that they could play, but I added in 6 which was the same amount of races that were originally available so instead I'm having it that the players are the kings guard that are being sent with/instead of the ship wrecked crew to hunt the monster.
So the plan is for the first session to be Campaign intro (what I have described above) and Character building, then the second session would be gathering information as to where the monster has gone now that it has attacked the boat and city and disappeared.
So now here is the issue I have run into... in the original campaigns we ran we had 8 races and 5 classes.
I currently have
6 races: (Thank you Rich Howard of Tribality)
- Atlantian -
- Merfolk - tribality.com/2015/01/02/5th-edition-aquatic-races-merfolk/
- Cecaelias - tribality.com/2015/01/14/from-the-depths-cecaelias/
- Selkie - tribality.com/2015/01/02/5th-edition-aquatic-builds-selkie/
- Locathan - tribality.com/2015/03/11/aquatic-allies-locathah-for-5th-edition/
- Koalinth - tribality.com/2015/02/25/from-the-depths-koalinth/
but I am lacking in Classes. I was thinking:
- Harpooner/Leviathan Hunter - Ranger type character, good at tracking out side of battle, fights with a harpoon/spear weapon, maybe can drag creatures towards them on a successful hit, light
- Ocean Sorcerer - Magic user with some water based spells
I need some form of healer, a fighter equivalent (maybe make the harpooner the ranger and the Leviathan hunter more of a fighter type character), even if I just give the old classes new names and an out of battle power/bonus.
so far for spells I have got:
- Boil water
- Octopus Ink - -2 to monsters chance to hit
- Whirl pool - -2 to monsters AC
- Control Current - Move target
Summary
I need help with naming the classes, giving them out of battle powers, Simplifying the Racial powers, and maybe a few more spells.
The kids have a tendency to befriend things so I want to see if I can make a few more things have out of battle effects, for example the Control Current spell I was thinking could be used to move things towards the party or into something else.
Many thanks all!