Jack7
First Post
One thing I'd really like to see in 5th Edition would be some sort of system or design parameters for the creation of and how to handle Lone Adventures.
When my players want to play an adventure alone, or possibly with a small team, say one other player, instead of with a medium to large party I have a Vadding system in place for this.
But the game, generally, is not designed for this.
Nevertheless my players and I have had excellent, city, espionage/infiltration, ruin, wilderness, and even unusual dungeon adventures using Lone Adventurers, or Small Teams of between 2 and three players, each playing only a single character.
I'd like to see 5E take this on as either in a modular fashion, or maybe even have small section on how to best do this in the Core System. For instance, with a Lone wolf, of even high level one can hardly rely upon power or direct assault, and there is of course little to no backup. So one must rely upon stealth, guile, misdirection, magic, miracles, superb training, original thinking, creativity, and excellent preparation. These things must supercede normal team operations.
So, what ideas might you have for such situations or systems? To make D&D Lone Wolf compatible or freindly (at least in certain situations)?
When my players want to play an adventure alone, or possibly with a small team, say one other player, instead of with a medium to large party I have a Vadding system in place for this.
But the game, generally, is not designed for this.
Nevertheless my players and I have had excellent, city, espionage/infiltration, ruin, wilderness, and even unusual dungeon adventures using Lone Adventurers, or Small Teams of between 2 and three players, each playing only a single character.
I'd like to see 5E take this on as either in a modular fashion, or maybe even have small section on how to best do this in the Core System. For instance, with a Lone wolf, of even high level one can hardly rely upon power or direct assault, and there is of course little to no backup. So one must rely upon stealth, guile, misdirection, magic, miracles, superb training, original thinking, creativity, and excellent preparation. These things must supercede normal team operations.
So, what ideas might you have for such situations or systems? To make D&D Lone Wolf compatible or freindly (at least in certain situations)?