[CONAN] Child Stats

We had a situation come up in our game last night where I had to decide on the stats for a five year old little girl.

Although I like the logic of what I did, I ended up with a 5 year old with 2 HP (about right) but stats way too high:

STR 11
DEX 9
CON 9
INT 6
WIS 11
CHR 7

I'm thinking I probably need to create an adult character than then take the stats backwards for age. Maybe something like:

Age 13-15: Stats = 100%

Age 10-12: Stats = 75%

Age 7-9: Stats = 50%

Age 4-6: Stats = 25%

Age 2-3: Stats = 10%

Infant: All stats = 1.




We're talking about humans, of course.


Taking this model and applying it to one of the PCs in my game. Silaigne would look like this:

Age 13-15+

STR 18
DEX 14
CON 16
INT 13
WIS 10
CHA 13


Age 10-12

STR 13
DEX 10
CON 12
INT 9
WIS 7
CHA 9


Age 7-9

STR 9
DEX 7
CON 6
INT 6
WIS 5
CHA 6


Age 4-6

STR 4
DEX 3
CON 4
INT 3
WIS 2
CHA 1


Age 2-3

STR 1
DEX 1
CON 1
INT 1
WIS 1
CHA 1


Age 0-1

STR 1
DEX 1
CON 1
INT 1
WIS 1
CHA 1






I'm not really happy with this, either. I don't like the physicals at Age 2-3. Maybe they should be all 3's. And, I think the mentals should build faster than the physicals.

This needs some work.

Hit points might be easier...roll 1d4 as a 1st level Commoner, and the Character keeps those until around 13 or 15 when those points are raised to the character's adult 1st level HP.



Do you have any ideas? Have you seen a good system for dealing with children under the 3.5 d20 system?

Thoughts?
 
First thought is WHAT A WASTE OF TIME.
She's an NPC, never will need her facuties, good looks, strenght ,or abilities ever.
At 2 hps Conn could fart and kill her.
 
Spectator said:
First thought is WHAT A WASTE OF TIME.
She's an NPC, never will need her facuties, good looks, strenght ,or abilities ever.

Ever? The reason I needed the stats was for a game function.

A little NPC girl from my campaign was stolen by a rival barbarian clan. The PCs invaded their cavern outpost and stole her back. During the adventure, the PCs learned that the bad guys were playing around with dangerous stuff--worshipping a demon and such. By the end of that adventure, last night, in true Hollywood style, there was an earthquake and the cavern started to collapse.

The PCs ran the gauntlet to get out, fighting unleased undead the entire way.

Each combat round, I rolled to see if debris large enough to hurt whomever was standing in the square. If the debris fell in the square, I gave the characters a REF check to avoid damage.

Well, it happened that the PCs were fighting undead at a bottleneck, and the little girl was standing about 10 feet behind them, holding a shield over her head.

I need her REF save.

That's what got us started on needing stats.




The PCs are really attached to this little girl (based on earlier rp sessions). If I arbitrarily kill her, the players feel defeated (she is the object of this "dungeon"--rescuing her) in a damned-no-matter-what-I-do fashion.

If I let her live, then there is no real threat felt by the players.

Don't underestimate the power of dicing for things in a game.

And, if we're going to dice for something that is very important to the players, they need to feel that the dicing is "fair" (that I didn't just pick up a six sider and call for a higher dice throw).

Thus, the REF save and figuring the child stats was the way to go in this scenario.
 
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