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SoloDnD FF Battle System

Tagnik

First Post
Let me know if this makes sense. Was trying to come up with some kind of solo D&D system or a way to play it online or with little to no prep. I was rummaging through microlite20 stuff then got inspiration from a FF reference.. Came up with this.



Create 4 Characters. No Multiclassing and no duplicate classes, Start at Level 1. Use normal Starting Gold by Class. Be sure to buy Melee and Ranged Weapons. Check for Encumberance and Adjust each character's Speed for Armor as well.
Gold does not count against character weight.

It is a series of Encounters, based on the parties ECL, until a new level is achieved. After a level is achieved they may attempt to enter town after a final Encounter to purchase new items, refresh spells, etc. Entering a Town drops your Experience to the lowest nearest level, and it Refreshes all spells and daily abilities. After the town visit they must enter a dungeon. Entering a town after finishing a dungeon does not remove Experience. After each Encounter, characters Heal as if Resting for a Night and may use Healing spells and Items (but do not regain Spells). Buff Spells may not be cast, before Each Encounter all Items are turned off that require being Activated and No Spells may be Active (Such as Bull's Strength)

During an encounter each character may do one action per turn and one swift action. An encounter starts with Awareness(Surprise round), then Initiative. Each action is as follows. Run, Attack, Defend, Move, Item, Magic, Ability. Running is a Percentile Roll using the character's Speed. Running provokes a Free Melee Attack from each opponent. Flying away provokes a Free Ranged Attack, but Burrowing does not provoke attacks. Runners gain no XP.

Attacking non-flyers can be Melee or Ranged Attacks by other non-flyers. Flyers may only be hit by Ranged Attacks or Melee Attacks by Flyers. Flyers may do Ranged Attacks or Melee Attacks. Movement Speed is the Range to hit with Ranged Attacks, incuring Range Penalties. [(Optional): Climbers can only do Ranged Attacks and may only be hit by Ranged Attacks or by Melee Attacks from Climbers or Flyers.] Defending adds your Base Attack Bonus to your AC (Or Double). Moving changes your position in Combat Order. Combat Order determins when each character attacks and chances of a character being attacked. The Combat Order is determined by 1d10, from Front to Back, 1-4, 5-7, 8-9, and 10. If a character is dead, ran away, or otherwise untargetable (invisible), re-roll.

Item is using anything in your backpack such as Potions, Scrolls, Wands, etc. Magic is casting any Heal, Buff, or any spells. Spells must follow the rules for Combat, such as Touch Spells for Melee and spells with Range for Range.

After an Encounter a Town may be entered, but may fight another Encounter before Entering and must Win (Cannot Run Away). Towns drop your experience to 1 above your level, Refresh your Spells, and you may purchase Items up to your level (caster level). Traveling chance for Encounter between Rests is 75%, Encounter chance before entering Town is 50%, Dungeon Encounter is 100% chance.

Spells have a duration of either 1 round for 1rd/lvl, 1d4 rounds for 1min/lvl, or 1d8 rounds for the rest (exceptions are possible). Spells and Attacks that require a Full Attack Action (such as whirlwind Attack) act as a 1 Round Casting Time (This includes extra attacks used with Two Weapon Fighting). Dimension Door removes from Holds and Areas, Teleport Removes from the Fight if Standard Action and Removes Party if Full Round Action. Charging is a Full Round Action, Trample is usable, but Tripping, Disarm, Grapple, Coup De Grace and Sunder are not used. Charming keeps the Caster from being attacked. There is no Flanking, Rogues must use Concealment to Sneak Attack. Summoned Mounts appear underneath the Caster and may be attacked if Character is Targetted 50% chance Monster attacks the Mount. Familiars are within arms reach but cannot be attacked.

AoE spells work by a target's size category. Area spells with Range like Fireball are Ranged Attacks, Line and Cone attacks are Melee, but if within Range of a Flyer can be used for Range. Area spells can engulf all Enemies within their Size Category by the Squares (Feet) they take up. For Example, a Fireball is 20 Feet, meaning it can Engulf two Large Creatures (10 feet), or 4 Medium Creatures (5 Feet each) or any combination thereof. If it Engulfs a Huge creature (20 Feet) It cannot Engulf anymore creatures. Lines can Engulf all within their Size Category x3, (15 Feet for Medium Creatures), and Cones engulf all withing Sizex2 (10 Feet for Medium Creatures).

All Encounters are a Monster or Monsters with Treasure. All Treasure is in a Trapped Chest. If the Monster runs, they take the treasure with them but still grant the XP, if the PC's slay the Monster they must go through the chest and trap to attain the treasure. Traps that attack only attack party member dealing with it, traps that can affect entire party do so. All Treasure CR's are based on party ECL. Encounters are done Randomly by Terrain, and day and night may be rolled. All Dungeons have no light. Dungeons are done as Trap, Monster, Trap, Monster, Trap, Boss. Monsters are CR-1, Traps are CR, Boss is CR+1. After a Dungeon the Party Re-Enters town at no XP Loss. During Travel Time a Party may Camp after Any encounter, but must drop XP to 1 above LAST level, even if party levels up (If level up it drops them to 1 above current level, not new level gained). Camping allows for healing and Refreshes spells, but cannot spend gold.

Monsters Attack by Order of Party. Roll 1d10 to determine who gets attacked. Play monsters as they are, Dragons will use Breath Weapon Immediately, then Full Attack. Full Attacks are rolled for Each Attack to determine who gets attacked. Monsters do not have casting time for Full Attacks, only the casting times for their Spells. Monsters will attempt to Run (Except in a Dungeon) when they are at 90% Health. For each monster try to determine the attacks randomly if it has special attacks or spells.

House Rules: Rogues gain Medium Armor and Clerics use Light Armor. Rogues gain d8, Clerics use d6 HD.
No Sorcerer or Wizard. Arcane Magic User, class abilities of Wizard and Sorcerer Spells Known and Per Day. 1st Level is removed and 2nd Level is first and so on. Wizards can change their spells known each time spells are refreshed.
Clerics use the same spell casting above.
 

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timbannock

Hero
Supporter
I like your ideas, but some are a little too involved for my tastes (i.e., they change up the gameplay a little too much, like spell durations and such). For a different take that is more about keeping gameplay pretty close to 3.5, but just having a much smaller party or no DM, check out:

1 on 1 Adventures #11: Unbound Adventures


There's a lot of ideas for making the "overworld" a bit more gamey so you can concentrate on the dungeon crawl part of it (which seems to be part of your intent, based on what you've written). It wouldn't be hard at all to just change up a few things to insert the DM into the equation. In fact, it'd be dead simple.

I've picked up the book but haven't had a chance to run something using it with my roommate...he's a lazy bastard, unfortunately, and so am I ;-) But it reads wonderfully.
 

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