Still interested in solo gaming

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If you haven't read Part I (I confess, that domain is no more) of this, feel free to peruse it before returning here.

I mentioned previously that I've been reading Scarlet Heroes. This is a well-done Kickstarted project. The setting, in particular, is fleshed-out quite nicely, and gives an interesting Tolkienesque twist to the origin of elves -- or perhaps not so much their origins as their mortality and afterlife. As with many other rules systems I've read, I'm perusing this work to cherry-pick mechanics and kewl concepts.

With regard to my aspirations to start a solo game, I'm still leaning toward Brandon McFadden's Tiny D6 for a very simple combat mechanic. I like that there aren't modifiers to rolls that must be remembered. Combat using TD is simple: you get two actions, so you can move/attack, attack/attack, or move/move.

Be aware, as you continue reading, that some of what I write below constitutes deviations from Tiny D6 rules. In fact, I go more than a little far afield of the TD6 RAW. Hopefully, my infatuation with my own spin on this rules set won’t fall victim to Wandering Eyes.

If you wear light armor in combat but do not have the Light Armor Proficiency trait, then when you are struck in combat, make a Test with Disadvantage. If you succeed, the light armor absorbs 1 point of the damage. If, instead, you do possess the Light Armor Proficiency trait, make a standard Test (i.e., 2d6) and the armor absorbs 1 point of damage if your Test succeeds.

You may not purchase the Heavy Armor Proficiency trait unless you already have the Light Armor Proficiency trait. If you wear heavy armor during combat without the Heavy Armor Proficiency trait, every test you make during that combat is at Disadvantage and the armor absorbs 2 points of damage on a successful Test. If you have the Heavy Armor Proficiency trait and are struck in combat, a successful Test on 2d6 negates two points of damage.

I'm not a fan of TD's rule that heavy weapons all have a ten-foot reach. I would agree that some do (polearms, for instance, or a long spear). I would tweak the rules to say that attacking with a heavy weapon requires both your actions for a given combat round -- therefore you can't make two attacks in a round with a Heavy weapon.

Heavy weapons deal two damage on a successful hit, 3 points if all dice turn up '6'. Note: 3 points of damage isn't possible if your melee attack with a Heavy weapon is made at Disadvantage. If you use a Heavy weapon in combat without possessing the Heavy Weapon Proficiency [Weapon Type] trait, all tests are made with Disadvantage.

Heavy weapons require both hands to wield, so you can't use a shield with them. You start play with a Light Weapon Proficiency [weapon-type] trait, and one other trait of your choosing. You can only attain the Proficiency trait with a particular type of heavy weapon after attaining the Proficiency trait with its Light weapon counterpart. If you have Light Weapon Proficiency [Swords], then you may purchase Heavy Weapon Proficiency [Swords].

For the sake of simplicity in a solo-RPG situation, I would simply rule that, when using ranged weapons (bows, javelins), any target you can see is within range, and I would therefore eschew range penalties.

I really like the core dice mechanic in TD: roll 2d6. If either die comes up a '5' or '6', your Test succeeds. Disadvantage means you use a single d6, while Advantage means you use 3d6.

Shield use: when you use a shield in combat but do not have the Shield Bearer trait, you may Test 1d6 when hit in combat and if that test succeeds you may negate that attack; the advantage of using a shield -- even without the Shield Bearer trait -- is this chance that you avoid damage, without having to sacrifice one of your two combat round actions.

When using a shield with the Shield Bearer trait, you may Test 2d6 when hit in combat and if that test succeeds you may negate that attack.

Light armor: use is highly recommended to be paired with the Light Armor Proficiency trait. If you possess that trait, wearing light armor permits use of Evade; otherwise, it doesn't. If you wear Light Armor without the Light Armor Proficiency trait, checks for damage reduction via the armor are made with Disadvantage. Otherwise, when hit, make a standard 2d6 test to shrug off 1 point of damage — assuming you’ve not already avoided damage via Evade or Goblin Agility. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and another point via light armor.

Heavy Armor: Requires Heavy Armor proficiency. Does not permit use of Evade. When hit, make a standard 2d6 test to shrug off up to 2 points of damage. You cannot gain Heavy Armor proficiency without first becoming proficient in Light Armor. Wearing Heavy armor without the associated proficiency trait forces all rolls made in combat to have Disadvantage. Furthermore, even with the appropriate proficiency trait, wearing Heavy Armor causes Disadvantage on any Athletics/Acrobatics type checks. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and two more points via heavy armor.

When you use the special action Focus or Evade, it uses up one of your two actions for the round. Therefore, when using one or both of the above special actions, you cannot attack with a heavy weapon that turn.

Over the weekend, I've read Dirk Stanley's Mere Anarchy. Nice job, Dirk! Atmospheric and approachable. I especially like the tables for fleshing out dungeons, and could possibly incorporate them into a C# companion app for soloing.

Reading lots of gaming related works

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I'm reading the Desolation RPG pdf. I'm liking what I'm reading. This roleplaying game system uses a dice pool mechanic and, thus far, the system appeals to me. I'm also perusing Scarlet Heroes for any tres-kewl mechanics or ideas.

Thus far in my mental meanderings as I continue reading, I like the simplicity of Tiny Dungeon's combat system, the Fray dice mechanic from Scarlet Heroes, and the dark fantasy, post-magicolyptic vibe of Desolation.

I want to be able to solo-play with a system crunchy enough to satisfy my itch, but of sufficiently low complexity that I don't find it laborious to use. It's still early in my reading, but thus far [i]Desolation[/i] fits the bill. In addition to searching for an RPG, I've also been reading a lot of blog posts in recent weeks regarding rulesets for solo-play. I've perused DM Yourself by Tom Scutt, and am considering purchasing The Solo Adventurer's Toolbox by Paul Bimler.

The following text quoted from the Desolation core rulebook captures what would be an appealing setting for me, for solo adventuring:

Violence is a reality of life for most survivors of the Night
of Fire. Laws once existed to protect the innocent, but
they are gone — along with the nations that gave
birth to them. Criminals of every ilk roam freely or set up
their own kingdoms via intimidation and steel. Experienced
soldiers fight over the scraps of civilization, and even the timid
have been transformed into warriors through desperation. But
other survivors are not the only threat. The Weave has twisted
creatures into crazed beasts with innate magical powers. Even
the land, sea and sky seem to be fighting against survivors, with
natural disasters occurring more frequently than Before.

Here are aspects I know I want to include in my solo adventuring:

  • combat
  • some form of dice pool mechanic
  • post-apocalyptic fantasy setting (think Desolation)
  • low-magic due to eldritch holocaust (think Desolation's Night Of Fire)
  • a way to invest power into items without enchanting them
  • the Night of Fire twisted some creatures into crazed beasts with innate magic
  • some amount of dungeon- and hex-crawling

As I continue preparing for a solo campaign, I'm doing quite a bit of Googling and reading. Today, I've been reading some interesting things over on the Cannibal Halfling Gaming blog, about various games that are Powered By The Apocalypse. I really need to grab a copy of the core PbTA rules.

For possible inclusion in my solo campaign (taken from Good Strong Hands):

A failure earns you a box on the Skill track as you learn from your mistakes (XP for failure, pretty typical). A success earns you a box on the Spirit track as you’re bolstered (Spirit recharges pretty quickly, good to know). A success with a boon earns you a box on the Shadow track, as the Void takes notice of your heroics...

I continue journaling my journey toward a solo campaign here.