Hello all, I thought I'd share the rules for character creation that I have going for whenever a friend wants to play a solo campaign, and specifically wants it to be around a single character, rather than a single player running a whole party or a single PC plus followers (which is nicer from a story standpoint.)
When using the Heroic CC Variant, create the character as normal, with the following exceptions
Instead of point-buy or rolling, statistics are 18,18,16,16,14,14 and are placed as the player feels. *32-mamelon is also acceptable*
Almost always gestalt, unless the player specifically requests not to gestalt. No unusual gestalt restricions. A 3-class gestalt is possible but not reccomended.
Health is full on odd levels, half on even levels 1
Skills are gained as normal, but the skill points gained from any class are +2per level. For example, fighters get 4+int skills per level, rogues 10+int per level.
Feats are gained at a rate of 1/level, rather than 1/3 levels.
Characters heal all hit points during an 8-hour nights rest, divided evenly along the hours 2
Wealth by level becomes a very loose guideline, and exceeding double WBL, especially with single-use items, can be regular. Also, XP gain tends to be fast, unless agreed that it should be cut in half, or the like.
1: Technically, half is different on dice than in normal numbers. Half of eight is four, but half of a d8 is 4 1/2. In this special case of determining health, treat 'half' as the mathematical half, i.e. if your hit die is a d10, add 5+con on the even levels and 10+con on the odd levels. 2: This means that a character heals 1/8 of its health in an hour's rest. This helps alleviate the needs of healing magic. Encounters in solo campaigns tend to be scarce and deadly anyways.
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This was developed for solo adventures exclusively. The purpose of this blatant overpowering is to compensate for the fact that the character must be a substitute for a whole party (which means 1/4 the actions, four roles, a quarter of the health, etc.)
As a general rule, solo adventures tend to be initiated by those who want a good roleplay experience, and this system allows them to worry less about dying because they don't conform/fulfill the present expectations of WotC when they devised challenges. For someone who wants to solo and still min/max at every turn, strongly consider restricting options. This system is for people who want to take Track as a feat, because they aren't taking ranger but still need to fulfil that role, etc. The extra feats aren't there to all be spent on Font of Inspiration.
This has worked for me and the players I've DM'ed, but I have my own playstyles and DM-styles. It may not work for everyone but I encourage you try it out and tweak it to your specific needs and tastes.
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