Things to Gather
You may want four miniatures (or blocks, coins, slips of paper, etc.) to track the location of Myke, Dave, the Owl-Beast, and the Imp on the map; the heavier the better, but no larger than a half-inch square. Unless, of course, you prefer theater of the mind, in which case no minis and no map are required. You will need at least two six-sided dice (2D6), but two pairs of different color dice are preferred; two reds and two blacks, for example. Electronic dice rollers will also work. A good ole fashion pencil and paper work great for tracking stats and notes, if necessary. Finally, you will want all of your imagination, as much as you can find.
The Tike’s Dungeoneering, Storytime Adventures are designed to bring your tike deeper into the story by incorporating a narrative-building exercise driven by the results of Dice Challenges (DCs). The results of the DCs only slightly alter the flow of the story, but only in a small way.
Let’s take the first DC as an example. The book reads:
“Hey, are these it?” Dave asked, pointing to a small purple berry on large bush ahead of them.
Myke, roll for Intelligence vs. DC 6. If the score is higher than 6, Myke’s intelligence check was a success, otherwise, it was not.
This means that whoever has taken the role of Myke will take a Dice Challenge roll, using Myke’s Intelligence level, and compare it to the number six. See the next section for more details on that.
If the final score of the roll is great than, or equal to the DC rating, the challenge was successful. If it is lower than the DC rating, the challenge was unsuccessful. The book will then let you know what happens either way.
At times, these dice challenges are a character vs. a character, such as Myke vs. Dave (they are brothers, you know) and those will be treated just like a combat roll. Steps 2 and 3 of the combat section are all you need to know there.
These DCs are simple and will also encourage the growth of math skills.
A Dice Challenge (DC) is where your tike will test their luck during certain actions for an opportunity to slightly alter the narrative in some small way. They are quick and use simple math so should only take moments to complete, letting your tike get right into the fun part of showing the world how cool they are.
Let us continue with the first DC as a challenge. (Myke, roll for Intelligence vs. DC 6.)
This means that Myke must take a DC roll, using their Intelligence level, and compare it to the number six. The first part is which character it applies to. The second part is the Statistic or Skill that is being challenged, and the last part is the challenge rating. DC 6 means that your results must be equal to, or greater than, the number six in order to score a win.
To resolve this DC, the tike will roll both six-sided dice, also known as 2D6, and each die is a chance to succeed. Let us say that your tike rolled a four and a one.
Myke has an Intelligence of four, as shown in his statistics, so you add four to both individual die results.
Four + four is equal to eight (4 + 4 = 8)
One + four is equal to five (1 + 4 = 5)
Eight is greater than, or equal to, six but five is not. So, in this case, Myke has been successful in his dice challenge because one of his results was greater than, or equal to, the DC rating.
DC ratings will range in difficulty and can use any of the three attributes or four skills, but the concept is always the same, as long as there is a specific numerical rating. In some cases, the DCs will be between two characters in the story at which time, steps 2 and 3 in the Combat section will be used.
Turn-based combat sequences flow in a specific order of operations and will be used for any type of attack, magic or not. 1) Initiative, 2) Roll, 3) Compare, and 4) Next Turn. These are also known as Player vs. Player (PvP) or Player vs. Monster (PvM) challenges.
For example: Dave is attacking the Imp. Let’s say that Dave rolled a one and a five and the Imp rolled a three and a five. Dave has a Combat of five and the Imp has a Combat of three, as shown in their statistics.
Roll 2D6 for both Dave and the Imp then add five to both individual die results for Dave’s attack and add three to both individual die results for the Imp defense.
Dave: One + Five is equal to Six (1 + 5 = 7) | Five + Five is equal to Ten (5 + 5 = 10)
Imp: Three + Three is equal to Six (3 + 3 = 6) | Five + Three is equal to Eight (5 + 3 = 8)
Dave’s six can be paired with the imp’s six, meaning Dave didn’t get a win and no damage was dealt. However, Dave’s ten can be paired with the Imps eight, giving Dave a hit and rewarding him with dealing one point of damage to the Imp.
Magical and Physical Feats in Combat
The beauty if Tike’s Dungeoneering is that your tike will get an opportunity to use their imagination in a lot of fun ways. Not only do the Dice Challenges allow the readers to immerse themselves in the story, but the combat scenarios will open up the world to their creativity. This is the main point, creativity and imagination.
Is Dave attacking the Imp in melee combat, or is Myke attacking it with his magical abilities? Dave may choose to simply swing his sword and see what happens… but that’s much less interesting than finding a nearby tree branch, jumping high into the air, and attempting to break it over the noggin of the ferocious little imp. Myke could throw a bolt of magic… but that’s much less interesting than manifesting a blazing ball of flames the size of the Imp’s head and hurling it straight at his head, or using it to knock a branch off a nearby tree so that it falls on top the Imp.
The point is, let your tike do anything within reason that fits the circumstances and leave it open for the dice to decide how successful it is. It will make the game so much more fun for everyone. This story is written in a way that limits the amount of violence but the full game will be designed differently. For that reason, here is some food for thought:
Caitlin and Shawn Hescock