Solo Play

You could also try giving them more action points, or a floating bonus when they use an action point.

Example: one feat that was used in one of my campaigns was "Soul of the Wolf" [gain +2 to one of: AC, to hit, or damage when fighting with two or more allies. This benefit cannot be changed until the next combat.]. Allow that as a rider when spending an action point or as a standard option for action points.

It gives some flexibility as to what is needed for survival at that moment.
 

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Only one problem: a solo player may never face solo monsters (not even elite) of appropriate level.
For the first 4 or 5 levels it won't even possible to face solo monsters (because they would need to be 3 levels lower).
But well, killing a dragon all alone is pretty awesome, so it can be worth the wait.
 

LordArchaon said:
Only one problem: a solo player may never face solo monsters (not even elite) of appropriate level.
For the first 4 or 5 levels it won't even possible to face solo monsters (because they would need to be 3 levels lower).
But well, killing a dragon all alone is pretty awesome, so it can be worth the wait.

I don't see that as a problem. The lone adventurer doesn't enter the cave and think, "Ah, nuts, another dragon that's not the same level as me. What gives?"

As long as a fight is a good fight, who cares what level it is?
 

Another thought is to make the luck ability available once per encounter also, making it available despite race. Too many crits could spell doom to a solo also, maybe make a crit a requirement for the reroll since it is a freebie unless they would normally have it.
 

To summarize some good ideas:

1. Second Wind is now a minor action.
2. (possibly) Second Wind is no longer limited to 1/encounter.
3. Action Points accumulate 1/encounter.

By making Second Wind a minor action, the solo player isn't forced to waste a round of offense to heal back HP that might be taken away again that same round. By not limiting Second Wind to 1/encounter, the player wont be completely screwed if the DM gets a couple extra good rolls. By making Action Points available every encounter, the solo player has more flexibility. Many players will use that AP to dish out an extra attack, but it could also be used defensively:

Player Wizard is being ganged up on by 3 monsters in melee. The player can use a move action to Shift (provoking no OA's), then use an AP to take a full move action (to get to cover, get through a doorway, etc), and then uses an attack action to take out some of the monsters.

I think it could work and there are really no mechanical changes, just a minor change to "frequency" of existing mechanics. I just listened to the Podcast and Mike Mearls said that even with solo Wizards, the DM can put more Artillery monsters in the adventure, creating more of a long-range combat scenario. This is actually a really cool idea! I'm picturing Wild West shoot outs, but with magic missiles opposed to .45's.
 

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