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Dungeons & Dragons - Introducing Kids to it
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I've played 2, 3.5 and 4. I think 4.0 might be the best for kids, but everyone's opinions will vary.
One thing I like about it is that as a low level spellcaster you always have something to do. Every character has At-Will abilities, which are their go things that can have unlimited uses.
EX: In 3.5 Magic Missile is a 1st level spell and Wizards are limited to how many times they can cast it. In 4.0 it's an At-Will ability so when in doubt, a Wizard can always attack with Magic Missile. It's comparable to a warrior swinging their weapon.
I hated feeling useless in fights because I was saving spells for later.
I'd suggest starting with a Module. You might want to take a look at your library. You might be able to borrow the books and some modules (I know my friend was able to do that) to see if you sons like it before sinking money into the books.
One thing I like about it is that as a low level spellcaster you always have something to do. Every character has At-Will abilities, which are their go things that can have unlimited uses.
EX: In 3.5 Magic Missile is a 1st level spell and Wizards are limited to how many times they can cast it. In 4.0 it's an At-Will ability so when in doubt, a Wizard can always attack with Magic Missile. It's comparable to a warrior swinging their weapon.
I hated feeling useless in fights because I was saving spells for later.
I'd suggest starting with a Module. You might want to take a look at your library. You might be able to borrow the books and some modules (I know my friend was able to do that) to see if you sons like it before sinking money into the books.

You could also grab the Pathfinder beginner box. This may feel more natural to you as it is a bit closer to what you already know. It also comes with several pregens and a module designed for new players and game masters. The down side here is that it is a simplified version of the PF rules and can give a slightly destorted view of the game.
You might also look into something like Castles and Crusades. Which was created to create that 2nd edition feel and whill be right up your alley. But can be hard to find adventures for if you don't want to make your own. Also may be hard to find other players locally if if your kids get hooked..




http://youtu.be/E6AOd6r6Qi8
http://youtu.be/ogrwfW1rsA4
Let me also recommend the original "Hackers" movie to see what the world of computers is really like. :-)
http://youtu.be/vYNnPx8fZBs

I also need to get around to trying the Fate system at some point... anyone have experience with the Dresden Files RPG?






It won't so much be a matter of finding local players as figuring out which system is best for infecting their friends ;)

PDF copies of FATE are available for free/pay-what-you-like online here:
http://www.faterpg.com/
(FATE Core is the main system; FATE Accelerated is a stripped-down version of the rulebook)
I haven't really had a chance to read through it yet. I played an earlier version of FATE, a Spirit of the Century session at a gaming con a couple of years ago. I don't remember the details too well, but I remember it being very quick and easy to pick up.
A lot of the game revolves around convincing the GM that what you're attempting is appropriate. Usually, that means convincing him it would make an awesome story, which is generally win-win. But players who prefer more objective rules to the whim of the GM might not like it as much. Still, there's no risk in trying it out.


So far, I've taken my 12-year-old through the starter pick-your-character adventure and he liked it.
Alan wrote: "So far, I've taken my 12-year-old through the starter pick-your-character adventure and he liked it.
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Cool. You'll have to keep us updated. Always good to encourage the next generation.
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Cool. You'll have to keep us updated. Always good to encourage the next generation.






Also, from what I've heard from beta testers, it's even worse than 4th. They should make 3.75 :D

Some of the stuff I like, some I don't, some I liked and they took away, some I didn't and they erased it. Hopefully the finish product is great. And they don't go nuts releasing thousands of books just to fill their pockets. That's what killed 3.5 for me it took six hours to make a character because you HAD to comb through all the options. They had a million useless feats, "You gain a +1 when attempting to disarm a female rogue who has at least one level of spell caster." type of stuff. Or all those prestige classes that were just like the feats. Then every book clarified something about the rules but nobody could remember where they read that, so every other move was bogged down with grabbing books to find that rule about movement for a Ranger through dandelion fluff.
D&D K.I.S.S. is what I dream of. "Let's just play the damn game!" As their tagline.


Which version of the rules should we use?
Should I get a module to run them through or make my own campaign? (I used to DM a little bit but I'm beyond rusty and doing a game for kids is a little more responsibility than when it was for siblings and friends.)
Any advice?