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One-on-one adventuring in 5e
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<blockquote data-quote="AngryOgre" data-source="post: 6569433" data-attributes="member: 6748918"><p>Sorry, what I was trying to say was from a GM side, allow for a more open ended method of conflict resolution. Negotiating is a great method for over coming opposition. But it only works if the gm gives the NPCs an attainable thing. Usually I would negotiate with a seemingly deadly monster for a side quest so they would give me what I wanted. </p><p></p><p>Probably the most important thing my DM did for our games was presenting a situation and letting my decisions for things have a lot of narrative weight. Two opposed parties ask me to make a decision or find a comprise about an issue they are having. This was the impetus for the majority of my adventures, which were mainly about discovery and interaction with the setting. The few combats my DM threw at me were really hard but I always made sure I had narrative back up or a method of escape.</p><p></p><p>From a mechanical angle, max HP every level helps. The player is a leader figure for a military/theocratic/bandit company helps justify a contingent of NPCs as well as guards and back up. Lots of minor magic items like scrolls or potions can help. Just be careful about overwhelming the PC with options and opposition. But if you have run PF duets then all this should be old hat. PF and 5e don't differ from each other too much.</p><p></p><p>But there aren't a lot of adventures I've seen specifically for duet style games. A lot of the adventures we've done were for a 4 party team, we just allowed for alternate methods of overcoming obstacles and opposition that played to the PCs strengths.</p></blockquote><p></p>
[QUOTE="AngryOgre, post: 6569433, member: 6748918"] Sorry, what I was trying to say was from a GM side, allow for a more open ended method of conflict resolution. Negotiating is a great method for over coming opposition. But it only works if the gm gives the NPCs an attainable thing. Usually I would negotiate with a seemingly deadly monster for a side quest so they would give me what I wanted. Probably the most important thing my DM did for our games was presenting a situation and letting my decisions for things have a lot of narrative weight. Two opposed parties ask me to make a decision or find a comprise about an issue they are having. This was the impetus for the majority of my adventures, which were mainly about discovery and interaction with the setting. The few combats my DM threw at me were really hard but I always made sure I had narrative back up or a method of escape. From a mechanical angle, max HP every level helps. The player is a leader figure for a military/theocratic/bandit company helps justify a contingent of NPCs as well as guards and back up. Lots of minor magic items like scrolls or potions can help. Just be careful about overwhelming the PC with options and opposition. But if you have run PF duets then all this should be old hat. PF and 5e don't differ from each other too much. But there aren't a lot of adventures I've seen specifically for duet style games. A lot of the adventures we've done were for a 4 party team, we just allowed for alternate methods of overcoming obstacles and opposition that played to the PCs strengths. [/QUOTE]
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