Prestidigitalis
First Post
I'm coming here from the One-Player Campaigns thread started by ourchair. Really interesting stuff here and I think this is the right place to put my thoughts.
I think Nytmare has it right -- don't scale the encounters, just create challenges of a lower level than you otherwise would. How many levels? Good question! Sounds like Nytmare used about level minus 3.
I'd love to play such a campaign as a Rogue, but obviously the CA rules are tough because you lose flanking in most cases. What could be done to make gaining CA easier? Here are a couple of house rule ideas:
1. Add facing rules. It's an extra level of complexity, but as you will be running with only a single PC and presumably fewer critters, it shouldn't be too bad. The rules could be simple, and centered around CA issues exclusively, or more complex as desired.
2. Make bluffing for CA easier/cheaper. Move action instead of Standard? More than once per encounter -- possibly with penalties, increasing slowly, for each time it's attempted?
3. Increased chances of blinding and dazing.
4. Alchemical items like smoke bombs -- very Thief-like (the video game)
I have to go but this is really fun to think about. Yay for thinking outside the box! ...or the jail cell for those Rogue-y folks among us.
I think Nytmare has it right -- don't scale the encounters, just create challenges of a lower level than you otherwise would. How many levels? Good question! Sounds like Nytmare used about level minus 3.
I'd love to play such a campaign as a Rogue, but obviously the CA rules are tough because you lose flanking in most cases. What could be done to make gaining CA easier? Here are a couple of house rule ideas:
1. Add facing rules. It's an extra level of complexity, but as you will be running with only a single PC and presumably fewer critters, it shouldn't be too bad. The rules could be simple, and centered around CA issues exclusively, or more complex as desired.
2. Make bluffing for CA easier/cheaper. Move action instead of Standard? More than once per encounter -- possibly with penalties, increasing slowly, for each time it's attempted?
3. Increased chances of blinding and dazing.
4. Alchemical items like smoke bombs -- very Thief-like (the video game)
I have to go but this is really fun to think about. Yay for thinking outside the box! ...or the jail cell for those Rogue-y folks among us.