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<blockquote data-quote="mrswing" data-source="post: 3820980" data-attributes="member: 9984"><p>Don't know whether this is the ideal forum for this thread, but...</p><p></p><p>I can't help wondering if there isn't a strong market for an RPG which is intended for one player and one DM. And if this were to use the d20 engine (with a maximal compatibility with existing systems), so much the better.</p><p></p><p>But what rule changes would be needed to make this a viable system? Something definitely should be done about healing, as the character will not be part of a polyvalent party where everyone has his/her niche. </p><p>The number of opponents the character faces will probably be much lower than in the run-of-the-mill D&D adventure (taking D&D as a yardstick for a moment). </p><p>Which of course also means that experience rules will have to change drastically. It will no longer be feasible to base increases in experience level mostly on XP gathered by slaying hundreds of opponents, but the bulk should be earned by reaching story goals. </p><p>Perhaps a change in the combat system (to make it easier to achieve non-lethal but temporarily debilitating results) would also be necessary. </p><p>Succesful saving throws against (say) a fireball should probably result in no damage, rather than half damage. And save or die-effects should be VERY rare indeed. </p><p></p><p>Any ideas/suggestions?</p></blockquote><p></p>
[QUOTE="mrswing, post: 3820980, member: 9984"] Don't know whether this is the ideal forum for this thread, but... I can't help wondering if there isn't a strong market for an RPG which is intended for one player and one DM. And if this were to use the d20 engine (with a maximal compatibility with existing systems), so much the better. But what rule changes would be needed to make this a viable system? Something definitely should be done about healing, as the character will not be part of a polyvalent party where everyone has his/her niche. The number of opponents the character faces will probably be much lower than in the run-of-the-mill D&D adventure (taking D&D as a yardstick for a moment). Which of course also means that experience rules will have to change drastically. It will no longer be feasible to base increases in experience level mostly on XP gathered by slaying hundreds of opponents, but the bulk should be earned by reaching story goals. Perhaps a change in the combat system (to make it easier to achieve non-lethal but temporarily debilitating results) would also be necessary. Succesful saving throws against (say) a fireball should probably result in no damage, rather than half damage. And save or die-effects should be VERY rare indeed. Any ideas/suggestions? [/QUOTE]
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