The Legend - Rules for Solo Play

Aazenius

First Post
These rules were designed for DM's that have 1 player. It is not recommended that these rules be used in games bigger than that, unless you like the idea of players being extremely powerful. I won't lie, these characters are very powerful, but they have to be to survive in a solo encounter. Characters made with these rules are equal to three to three and a half characters. DM's may find the Side Kick rules useful as well (found at the bottom). This will allow DM's to play a somewhat powerful DM-PC (using Elite Hero rules) but not near as powerful as the "Main" Hero.

Using the two systems combined Legend and Elite Heroes, you have the equivalent of a 5 man party.

The Legendary Character is a child of a god or primordial (or some other immortal being). Whatever path they take, they are unique in the world, and in time everyone will know who they are...

THE LEGEND v 1.15

1) Choose Race and 2 Racial Feats (these 2 feats are free and do not count toward your Feat totals) Character must meet the prerequisites for the feats. Choose 1 additional language, and 2 additional skills gain a +2 bonus, you also gain a +2 to one ability score, this may be assigned to any ability score including one that you already gain a racial bonus for. In addition, a Legend can use their racial encounter power twice per encounter, but only once per round.

2) Choose Three Classes Follow rules in the next few sections to see how these classes gain skills, powers and class features.

3) Attributes: 18, 18, 18, 18, 16, 12 Those uncomfortable with these high scores can use the standard array found in the players handbook. However I strongly recommend keeping these ones, especially if you only have 1 hero. Or you could try All 18's All the Time Your hero is above the norm, and this should be represented in their ability scores. Another reason for the high scores is, since there will be far fewer characters on the field that means less chances for getting a flanking bonus on attacks. At level 4, 8, 14, 18, 24, and 28 you gain +1 to three attributes. At level 11 and 21 you gain +1 to all attributes.

4) Choose Skills. First, determine what the free trained skill is for each class. (For example, Clerics automatically know Religion) If that skill is the same for your Primary and Secondary class, treat that skill as having the Feat Skill Focus. Second, choose skills for your Primary class and for your Secondary class. You may choose to select the same skill twice (once for each class) if you do that, then treat that skill as if it had the Skill Focus Feat. Character may then choose 1 skill from their Third class.

5) Select Feats. You begin play with 3 Feats at first level, plus whatever bonus feats you may get from your race and classes. Characters gain feats as normal, plus they gain an additional bonus feat at level 4, 8, 12, 16, 20, 24 and 28

6) Choose Powers. Choose 2 At-Wills, 1 Encounter and 1 Daily for your Primary Class, repeat that step for your Secondary Class. Choose 1 At-Will, 1 Encounter and 1 Daily for your Third Class. You should begin play with 5 At-Wills, 3 Encounters and 3 Daily powers. Each level gained you gain powers for the first two classes as normal. The Third class is different. Each time you gain a new power you may swap out an old power and replace it with the new one. The Third class never has more than 1 At-Will, 1 Encounter and 1 Daily. When the character reaches level 11 they gain a second Encounter power and a second Utility Power. At level 21 they gain a second Daily power and a third Utility power. So at level 21, the Third class would provide 1 At-Will, 2 Encounters, 2 Dailies and 3 Utility powers to the character. This is in addition to the first two classes.

7) Choose Equipment. Your character has 250g to spend on gear. It might also be beneficial to start off with 1 or 2 magic items level 5 or lower.

Class Features
You gain all the class features from both your First, Second and Third class
  • If those classes offer a bonus to AC for not wearing Heavy Armor you apply the highest value. They do not stack.
  • If those classes offer the Ritual Caster Feat you may choose rituals for both classes equal to the total starting known rituals for both classes.

Armor Proficiencies
You gain all the Armor Proficiencies for those classes.

Weapon Proficiencies
You gain all the Weapon Proficiencies for those classes.

Defenses
You gain the Defense bonus from each of your classes. Defense bonuses of the same type do not stack. If both classes offer a bonus to the same defense choose whichever one is highest. Legendary Heroes also gain a +1 Legend bonus to their Fortitude, Reflex and Will Defense.

Hit Points
Choose the class that offers the most hit points from between the three classes you have chosen. Figure up your hit point amount and then quadruple that amount. That is the starting hit points of your Legendary Hero. For example, a Paladin/Sorcerer/Rogue with an 18 Constitution would begin play with 132 hit points (15 Paladin + 18 Con) x 4 = 132. Each level after first you would gain (x4) the hit points offered by that class. So in this example that character would gain 24 hit points at level 2 and beyond.

Healing Surges
Choose the class that gives you the most healing surges per day from the two classes you have chosen. Figure up your total healing surges per day and add +4 to that number.

Saving Throws
Legendary Heroes gain a +5 bonus to their saving throws. (Legendary Heroes are tougher than average heroes and are able to shake off nasty effects quicker) Another reason for this rule is, if you only have 1 character and it becomes immobilize or worse dominated, that makes things a bit tricky, and could ruin the game. This does stack with racial save modifiers. Yes this would render Eladrins nearly immune to Charm Effects, but that is a good thing, especially in solo play.

Actions Per Round
Legendary Heroes roll initiative twice. On each initiative count they may take a full set of actions. (minor, move and standard).

Rituals
Rituals are a bit tricky with one player. I recommend lower the DC's or using the Side Kick rules below.

Feat Changes
Toughness Feat: This Feat can be taken three times, it's bonuses do stack. For example if taken twice the character would gain +10 hit points at the Heroic Tier, +20 at the Paragon Tier and +30 at the Epic Tier

Action Points
Legendary Heroes can use 2 action points per encounter, but only once per round. I recommend that you give the Legendary Hero 1 action point after each successful encounter.

PARAGON PATHS
When a Legendary Hero reaches level 11 they may choose Two paragon paths, a Primary Paragon Path and a Secondary Paragon Path. They gain the Features and Powers of both. They must meet the prerequisites for the Paragon paths as normal. Duplicate features do not stack. For example, if both Paragon classes give a bonus to AC when spending an action point you would gain whichever is highest.

EPIC DESTINY
When a Legendary character reaches level 21 they gain the Demigod (or Chosen) Epic Destiny and may choose one other (that is not the Demigod or Chosen Epic Destiny). They gain all the benefits of both. This will make that character extremely powerful if the right combination of epic destinies is taken. But, this is a solo game, so that is okay!

SIDE KICK
I recommend that if you are running a solo game, that you give your solo player a side kick. This NPC can be a normal character made following the rules in the Players Handbook or you could use the rules found here: Elite Heroes While an Elite Hero Side kick is in no way as powerful as a Legendary Hero they certainly can assist.

These rules have NOT been tested. These are rules I will be testing in a few weeks, when I run a game with my wife. She will most likely be the powerful child of a deity. My DM-PC will be a Powerful and Gifted Warrior type, using the Elite Heroes rules.
 
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wow! we decided not to use elite character rules... in favor of using character builder and just manipulating the adventure more heavy handedly by the dm ;-)

So how would we build Elric of Melnibone with this.. let's see the Melniboneans are kind of sadistic eladrin with even more ego than those presented.... but the fey step doesnt fit ... though some of their wierder ritual magics certainly do dimension travelling magics and large scale illusions Tiefling fluff is a match in terms of ancient bonds with demonics... but the fire resistance and he will definitely be ... any raging can be attributed to stormbringer... but that will be a problem designing him no matter what (its a damn big nasty in the room no ignoring it). Tieflings are so close in fluff and Int Cha is also a tight fit (... atleast for Elric himself ).

His con would be the 12 ... (would have been an 8 but the bond to SB is one of the elements that make him a Legendary, so it gets to be some of the excuses for the upgrades). I would say wisdom might be 16 in the classic sense of wisdom but I am going to float it for a while. and decide later.

So the summoner is his Wizard side - might have to taint it with something from Warlock just for flavor.... he ends up... using summoning as a last resort so I almost want to do this like well dabbling in wizard only....

His weapon fighting... is bastard sword and he certainly uses a shield at the beginning of his career but he may be retraining some of the moves dependent on it later.. he definitely used some tide of iron and some brash strikes and cleaves.

Elric doesnt use any implements unless you count stormbringer.. big damn monkey in the room... we have to count it, but tomes under the hood... If he didnt summon up an acid cloud but that was a daily.

He fights more fighter with wizard cantrips and a few arcane dailies but he is really very much a ritual caster but so rich he starts out ignoring the costs of things... He is a stranger in a strange land in his birth place a true intellectual with a heroic bent in a land of dilettantes with sadistic leanings. Born under a bad sign isnt bad as his mother died having him. Early on he fights with intellect above brawn but takes serious risks because if he didnt finish quickly his weak blood curse left him weakened. (later this was almost entirely over-ridden by SB). His brash/risky yet precise intellect oriented fighting style is a bit of a conundrum... perhaps he used the power strike feat. SB suited well the brashness and infiltrated his fighting enraging him like a battlerager vigor... yes like the new version where attacking bolsters you. ... definitely trained in Arcana and History and likely Intimidate and Diplomacy. His summoning mid battle is often eratic.. but when it works very powerful ACID cloud was one instance.

If I were building him as a normal hybrid I would give him fighter armor proficiency (if his class didnt have it he would never have had the con to learn the armor proficiency)...leave him human ... At paragon maybe I could give him BRV to represent Stormbringers influence but without...stormbringer feeding him temporary hitpoints he would hardly work as a warrior... later he got his alchemy potions good enough he didnt even have to have SB to be effective... but that was later on... and with SB he was ungodly... He was pretty dependent on his toy.

I am thinking he is feeling closer to a 4e fighter with arcane abilities via multiclassing...(yet he is more intellect than muscle ... his charisma is extraordinary... perhaps his arcane abilities come in under sorcery... sigh.)

He probably requires either a Legendary or starting at high level but not sure I can come up with a reasonable at-wills that are anything but Fighter powers (and the wizard cantrips..) he hated using spells as they drained him badly. Rituals were even something he questioned as they risked his life (again stormbringer made this easier but it didnt convince him dealing with chaos lords was smart ... he turned to summoning primordials and nature lords.

There were certain creatures in his world which were soul-less and stormbringer couldn't feed on them nor feed him temporary hitpoints... the DM used them to remind him he could be defeated

At one point he mystically joined with other incarnations of himself to take on cross-time god status, he drained the power from stars with a sweep of his blade that was not really stormbringer at the time.

Eventually he blew the horn which restarted the world and opened the dimensions to entry by the Lords of Law...destiny fulfilled his sword ate him.

He typically adventured with one heroic side kick at any given time... one was an archer priest hybrid maybe, another was a talented rogue who used the distraction Elric provided to do sneak attacks nothing too fancy there.... another was a count of uncertain fighting style.
 



I'm running a solo campaign right now. I think this system overwrites the best thing about solo campaigns. The one PC needs to use their skill set in clever ways to compensate for the lack of others. The PC needs to out think problems and admit when something is too much for them to handle. You say it emulates Batman, but Batman often realizes his own limitations and finds a different way to confront a problem.

Maybe some people like it, but this is just not for me.
 


This is going to need LOTS of playtesting and balancing to work properly.

Kudos for the idea though

-Sporemine

Yes, this will need lots of play-testing. When I thought of these rules, I pictured a world that combined fantasy and super-heroes. Legendary men or women who were the descendants of powerful immortals (either gods, primordials, or some other powerful immortal beings) I don't know that these rules perfectly emulate that, but I hope through testing that they will become that.
 

I'm running a solo campaign right now. I think this system overwrites the best thing about solo campaigns. The one PC needs to use their skill set in clever ways to compensate for the lack of others. The PC needs to out think problems and admit when something is too much for them to handle. You say it emulates Batman, but Batman often realizes his own limitations and finds a different way to confront a problem.

Maybe some people like it, but this is just not for me.

There are many different play-styles for solo play. You mentioned one of them. The rules I have created are another type. Your rules are more realistic in their approach; your character is just like everyone else in most aspects. The rules I designed are for characters who are beyond the norm. These characters are the children of immortal beings who use their power for good or evil or in between.

I removed my reference to Batman. You are right, these rules are not for that type of character. I only mentioned him because he had a sidekick.
 

I removed my reference to Batman. You are right, these rules are not for that type of character. I only mentioned him because he had a sidekick.

He also joined groups of heros with a frequency you shouldnt see from this model..

Elric was a loner with a side kick... souped up by and dependent on a magic item who became a god more than once ;-)
better paralell.
 

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