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For little 'uns I don't want to introduce exceptions to the main ideas if at all possible, but I'm going to continue pondering. Let me know if you try either of those and how it goes.
Glad you like D for Dungeon. Thinking about it the possibilities for expansions to the core rules could be endless - B for Bugbears and Beasties, T for Traps, M for Magic ; Think I originally read your rules wrong and gave the goblins two go's at each dice level like your Giant!
As they seemed a bit tough I ended up playing them as intended. The natural 12 is a good idea - I played a great game called Havoc a while back which had the concept of exploding 6's.
If you rolled a 6 you got to roll that D6 again and add the score to your total. How about doing something similar - if you roll the highest score for your attack dice you knock your opponent down a dice level and get another attack with the possibility of rolling another exploding 6, 12 or whatever.
Rolling a 1 in defence as an instant kill is good too - would that just apply to baddies?
Might be a bit sudden for the young'uns to see their character die so suddenly! I'll have a go and see what works if I get time - back to work on Monday though.
I'm no different, so I was more than happy to comply when C asked if he could take his knight back into the castle they explored last time and "see if we can find some stairs to go to different floors - there might be even more treasure to find, and I think we got rid of the goblins so it should be easier.
Partly to see if I could gently extend the simple rules I used with them last time, but also so that I could increase the level of adversity and, to be frank, friendly body count , I gave each knight one retainer with a crossbow and one with a spear and shield.
This way, men! To simplify matters for a first run through, I allowed the retainers to move at the same rate as their knight so there was only one d4 roll per player for movement.
As they were mere retainers i. If you have crossbows, though, you have to have some rules for missile weapons.
Sticking to the principle that has seemed to have taken root in these rules [note to self - must choose a name for this game] that picking the right polydice is the answer, I came up with something that will help with a kid's numeracy counting down : Crossbow [missile weapon]: d12 - range So, you pick your target, roll a dice different dice for different weapons?
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