Next Saturday, I’m running a one-on-one game for my daughter.

Next Saturday, I’m running a one-on-one game for my daughter.

Next Saturday, I’m running a one-on-one game for my daughter. This will be her first time playing any RPG, and we are both stoked.

She wants to play what is basically a Dragonborn fighter. When I asked her what his racial special abilities are, she said that he can breathe fire and had wings and can fly.

The flight, I’ll just straight up allow. No custom moves or anything. But the fire breath, I think, should be something special.

What do you folks think of this?

When you try to harm an opponent by breathing fire, roll +DEX. On a 10+, deal 1d6 damage. On a 7-9, deal 1d4 damage and take a complication.

I think it might be cool if with a roll of 12+ the damage is ongoing. But I’m not sure how to work that.

Since this is just a one-on-one game, I’m not too worried about balance, but I also don’t want for her to just go around setting everything ablaze. Do you think the 9- option will be a good deterent (I imagine things like setting other things and people on fire, accidentally setting a resource on fire, and other GM moves unrelated to the fire), or should I somehow limit how often she can breathe fire?