Agreed. Range attacks in particular become more important as you can get more than one round of them. I often play solo on a 1/2" grid with 15mm miniatures.
One thing I don't like about 1e and 2e is the initiative divided into segments. Spell casters in particular, are more affected by this as they add Casting Time to their initiative order. Do you have a house rules to circumvent that?
Do you think, because people steal music on the internet and streamers pay almost nothing, we could see a resurgence of small venues with live music, because that is how bands make living now?
Yup. There is no official sheet. I did that myself. A very bare bones, more narrative system. I'm playing it to understand it better. That is how my brain learns new games.
Solo Play • Session 1
Days 1 to 6
Jorm, aided by two companions, is tracking the last members of a cult who worshipped the forbidden Dark God. Most of the cultists were exterminated by his clan but a few craven members have fled South into the Great Forest. On day 4, the cultists ambush the...
Session 0 • Character Creation
Concept:
I am a wandering warrior hailing forth from the great northern steps. My name is Jorm Thorvaldson. I am a stranger in unfamiliar lands.
Abilities:
[ +4 ] Swordplay
[ +2 ] Survival
[ - 2 ] Communication
Bonds:
[ 3 ] ______ Talent: I learned to fight...