Like the original Tome of Magic!)Įveryman Games' The Skill Challenge Handbook comes with RPG reviewer Enzietgeist gave it his highest praise, going as far as to say "THIS IS PERHAPS THE MOST IMPORTANT RULEBOOK I HAVE READ IN YEARS.
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Interjection Games' Strange Magic has three new subsystems, one of which is a remake of the Ttuenamer (with middling results, but the other two systems are really good to and just okay. Likewise, the Grimoire of Lost Souls has a lot of good stuff, though I'd suggest learning some of the vestiges spirits via level-up rather than just research because most games don't have the downtime to support thatĪlluria Publishing's Cerulean Sea Undersea Camapiagn setting has a ton of good rules to make an underwater campaign viable. We have no issues running games and there is generally a large amount of fun and laughter to be had.First things first, If I didn't second the suggestions of Spheres of Power and Spheres of Might, it would probably be a sign that my account got hacked, as I absolutely adore those systems and am currently GMing 2 SoM/SoP games, and I don't even like GMing. It only took my kids three sessions to get their head around their characters and the rules. Maybe even colour code them for things like "attacks enemies, buffs friends, heals" etc. A session of 1 to 2 hours is all I'd recommend.įor spell casters, I'd make up some cards or cheat sheets for them. Clear goals, defined badguys and nothing too tacticaly complex. I'd advise for kids the age you're talking about, it's less the system as it is the module. In that case it's the older kids who run casters. The only partnthats more complicated for this is the spells. They're older, but the youngest is only just 11 last month. I have now switched to 5th ed for the same kids. Then it worked for them like many board games.
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4th edition worked well because I used the character building program and printed their sheets plus their ability cards before games. Keep the sessions short and the goals simple and it works easily. I ran 4th edition for my kids and nephews when they were aged between 12 and seven. Ghost of the Pirate Queen is a stand-alone, family friendly, Pathfinder Roleplaying Game adventure set in the Ponyfinder campaign setting for 2nd to 3rd level characters and is recommended fun for all ages." Now, a group of brave adventurers have discovered a map leading to Brokenhorn’s final treasure.Ĭan they overcome gem gnolls, pirates, dastardly traps, and the ghost of Brokenhorn herself in order to discover the pirate queen’s hidden bounty while unraveling the mystery surrounding her disappearance? "As the most notorious pirate ever to sail the Ocean of Tears, the legend of Brokenhorn and her fabulous raid on the Queen’s treasury has been a fixture in sailor’s stories and bard’s songs for decades. My recommendations would be the following:īoth of the above have recently been updated for D&D 5e, though the adventure below is only for Pathfinder, which is why you may need to stick with Pathfinder system if you Ponyfinder catches your interest. If you want the PCs to hit 75% of the time, use monsters with AC 10. It makes it really easy to design an encounter. For example, almost every 1st level PC gets a +5 on their attack rolls (swords, bows, spells, fists, etc.), so you know if a monster has an AC of 15, the PCs will hit half the time and miss half the time. It's easy to figure out how often the PCs will hit and/or make their Saving Throws. Writing your own helps you learn what the spell does, but there are pre-printed ones if you want to invest in them. You can even use spell cards if you want. There is a list of Actions you can choose from on a cheat sheet-and one of the options is IMPROVISE!įor spells, you're either a spontaneous caster, or you're limited to a certain number of spells (typically your level + your ability modifier) that you can prepare each day, so the number of spells you have to manage at one time is pretty low. You can move before and after your Action. There are only 3 different types of rolls: Ability Checks (including skill checks, initiative, and grappling and other shenanigans), Attack Rolls, and Saving Throws.
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If something good and something bad both affect the roll, you just roll 1d20. If things are going poorly, instead of stacking penalties, you roll twice and take the lower result. In general, when things are going well, instead of adding more and more modifiers, you just roll twice and take the higher result. You just roll 1d20 and add a modifier, which is pretty static-it doesn't change every round like in Pathfinder. 5th Edition is pretty easy to learn and simple to run.