Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Solo" players?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="keterys" data-source="post: 4241868" data-attributes="member: 43019"><p>If you want* a solo character able to handle encounters that a full party could handle (perhaps envisioning a character empowered by an outside source, like Hercules, pseudo-super powered (Batman-ish), etc), it needs to be able to act similar to 5 PCs.</p><p></p><p>* If you don't, that's fine. The remainder of this post is not intended for you.</p><p></p><p>Some possible goals/hurdles</p><p> Ability to take more actions per round and have more diversity of actions</p><p> Toughness that doesn't feel like invulnerability and still has a shifting/swinging fashion </p><p> Effects penalizing the PC should have an effect but not last long</p><p> There should be more defense against being trapped and opportunity attacked</p><p></p><p>I actually think such a character should be able to pick to focus on any number (ie, 1-4) of the role concepts (defender, striker, etc) but have varying benefits for being more or less specialized. Powers should be more flexibly chosen, perhaps by power source restriction... but effectively you should make a new 'superclass' rather than simply taking two columns and adding up and hoping it works.</p><p></p><p>Anyhow, a fairly random example of how that might work. No idea how this would compare to an actual party of five. I can explain my rationale behind any of these examples. I'm picking a sorta fighter / wizard gestalt cause it's a classic example and I think it would be easier for people to grok than more radical options.</p><p></p><p>Eladrin Bladesinger</p><p></p><p>Solo Features:</p><p>* +2 to attack rolls, all defenses, and saves</p><p> * Double the base dice damage dealt by all powers (Ex: 1W->2W, 2d4->4d4). Ability modifiers and all bonuses (enhancement, power, etc) are not changed. </p><p> * Active - You take two turns each round. When rolling initiative, place yourself at 5 higher and 5 lower than your actual initiative roll. </p><p> * Staggered (Encounter) - Free action, when reduced to 0 hp or less. Drop prone and restore hit points to bloodied threshold.</p><p> * Action Surge - Whenever you spend an action point for any reason, either gain an extra healing surge for the day or heal by spending a healing surge as a free action. You may also make a save as a free action, with a +3 bonus.</p><p> * Swift Attack (Minor 1/round) - Use one of your level 1 at-will attack powers.</p><p> * Guarded - Once each round you may declare an action as guarded (making it not provoke opportunity attacks)</p><p></p><p>Class Features:</p><p> * Hit Points: 3 x Con Score + 37</p><p> * Healing Surges: 10 + Con Bonus</p><p> * +1 AC, +1 Will</p><p> * +1 attack rolls with one handed weapons</p><p> * Combat Challenge - May make an immediate attack against any adjacent enemy that shifts. </p><p> * Combat Superiority - +2 bonus to attack rolls with opportunity attacks and a hit with an opportunity attack stops an enemy from moving this turn.</p><p> * Advanced Opportunity - Once per round, you may make a Nimble Strike or Tide of Iron as your opportunity attack.</p><p> * Bladesong - Melee weapon counts as an arcane implement. Melee weapon critical hits allow you to cast a free Magic Missile or Scorching Burst.</p><p> * Cantrips </p><p> * Ritual Casting</p><p></p><p>Class Powers:</p><p> At-Will</p><p> Nimble Strike</p><p> Tide of Iron</p><p> Scorching Burst</p><p> Magic Missile</p><p></p><p> Encounter</p><p> Force Orb</p><p> Passing Attack</p><p></p><p> Daily</p><p> Brute Strike</p><p> Trick Strike</p></blockquote><p></p>
[QUOTE="keterys, post: 4241868, member: 43019"] If you want* a solo character able to handle encounters that a full party could handle (perhaps envisioning a character empowered by an outside source, like Hercules, pseudo-super powered (Batman-ish), etc), it needs to be able to act similar to 5 PCs. * If you don't, that's fine. The remainder of this post is not intended for you. Some possible goals/hurdles Ability to take more actions per round and have more diversity of actions Toughness that doesn't feel like invulnerability and still has a shifting/swinging fashion Effects penalizing the PC should have an effect but not last long There should be more defense against being trapped and opportunity attacked I actually think such a character should be able to pick to focus on any number (ie, 1-4) of the role concepts (defender, striker, etc) but have varying benefits for being more or less specialized. Powers should be more flexibly chosen, perhaps by power source restriction... but effectively you should make a new 'superclass' rather than simply taking two columns and adding up and hoping it works. Anyhow, a fairly random example of how that might work. No idea how this would compare to an actual party of five. I can explain my rationale behind any of these examples. I'm picking a sorta fighter / wizard gestalt cause it's a classic example and I think it would be easier for people to grok than more radical options. Eladrin Bladesinger Solo Features: * +2 to attack rolls, all defenses, and saves * Double the base dice damage dealt by all powers (Ex: 1W->2W, 2d4->4d4). Ability modifiers and all bonuses (enhancement, power, etc) are not changed. * Active - You take two turns each round. When rolling initiative, place yourself at 5 higher and 5 lower than your actual initiative roll. * Staggered (Encounter) - Free action, when reduced to 0 hp or less. Drop prone and restore hit points to bloodied threshold. * Action Surge - Whenever you spend an action point for any reason, either gain an extra healing surge for the day or heal by spending a healing surge as a free action. You may also make a save as a free action, with a +3 bonus. * Swift Attack (Minor 1/round) - Use one of your level 1 at-will attack powers. * Guarded - Once each round you may declare an action as guarded (making it not provoke opportunity attacks) Class Features: * Hit Points: 3 x Con Score + 37 * Healing Surges: 10 + Con Bonus * +1 AC, +1 Will * +1 attack rolls with one handed weapons * Combat Challenge - May make an immediate attack against any adjacent enemy that shifts. * Combat Superiority - +2 bonus to attack rolls with opportunity attacks and a hit with an opportunity attack stops an enemy from moving this turn. * Advanced Opportunity - Once per round, you may make a Nimble Strike or Tide of Iron as your opportunity attack. * Bladesong - Melee weapon counts as an arcane implement. Melee weapon critical hits allow you to cast a free Magic Missile or Scorching Burst. * Cantrips * Ritual Casting Class Powers: At-Will Nimble Strike Tide of Iron Scorching Burst Magic Missile Encounter Force Orb Passing Attack Daily Brute Strike Trick Strike [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Solo" players?
Top