Fantasy Grounds Merchandise
View RSS Feed

All Things Solo

Solo Combat Strategy Guide Part II

Rate this Entry
Gather 'round strong domini and sublime dominas, as I reveal to you the Art of Solo Warfare. Your humble instructor will not tell you mere ways to swing a sword, mind you. Take these words of wisdom as a foundation to build upon your combatant's role & stratagems. And be not hasty. I'll cover counter-tactics for our earlier lesson and other expansions in here for each of your combatant classes, later.

ROLEPLAYING COMBAT

This is a combat guide, what is this RP stuff doing in it at the top, you ask? Well, I'm gonna say it: This is not a video game that confines your imagination into a narrow space to sell you skins. Solo Play is NOT group play, either. Why limit the potential? Internet is full of mechanical build guides but my take is different.

Let's be honest. Even though TTRPGs are a combo of Wargames & Roleplay, players are afraid to play the role of their class because they don't want to take social risks in group play. There, I said it.

How many of you barbarian mains swallowed your battle cry as you charge into frontlines just 'cause someone in the group might ridicule you? Which sorcerer player wouldn't want to unleash fireballs into the lot of enemies while yelling "BURN, BURN YA WRETCHED FILTH, BURN!" What kind of paladin specialist doesn't actually want to BE the protector of the weak even if the evil has all the advantage? Which player doesn't want their character to fight with a choreography worthy of AAA movies?

Is "I hit it with my sword > 8 dmg" really satisfying for you? If so, skip this and next part.

What is 8 dmg! Killer of imagination. Wouldn't it be better if we took the number in relation to the HP of the enemy and described or imagined the severity of the wound it caused? And play our fighter.

The orc's sword arm is severely wounded and he struggles to hide his weak grip as he steps back with bulged eyes. Fear enter the hearts of his two kobold friends. "What if I'm next?" they fail to hide their shuddering thoughts. "I CAN SMELL YOUR FEAR!" I yell menacingly, as my blood boils with ADRENALINE! [Action Surge] I quickly take advantage of his weakness and deceptively thrust my sword into his stomach after I raised it as if I was to disarm him. His crooked body falls like a potato sack while I extend my bloody sword to point at the hapless two.

Solo Mode gives you this chance. You can see the campaign world and its inhabitants in PCs' eyes and Fight like them, instead of mechanically pressing buttons. Imagination is free!

Don't worry if you are not confident on your description game. In solo mode you can simply imagine cool moves instead of typing or narrating.

PERSONALITY & TEMPERAMENT

If you don't have a baseline to built upon your character's fighting style and want something more realistic than alignments:

Personality is a broad term used to refer to a unique set of behaviors, traits, habits, and emotions that typically determine WHO your character is based on their life experience. You can think of personality as a more comprehensive concept under which your temperament falls. All of its elements combined will shape your PC's combat style.

Alternatively, Temperament is your PC's nature. It doesn't change like some elements of personality. Pick 1 or combine 2 of Four Temperaments to determine how will they approach combat. This is real world's ancient wisdom, btw.



Extroverted characters are braver than Introverted ones in terms of combat risks and positioning as well as class choice. It may affect if you lean more on offense or prefer defense.

Task-oriented PCs may neglect people in favor of results while people-oriented PCs would do anything to protect or deal with them, sometimes at the cost of results.

If Phlegmatic is too foreign for you, it's just mean introverted people who love to serve other people.

And Melancholic does not refer to the sad emotion but means detail-oriented, private people who operate from a well crafted plan.

If you're playing an evil PC, only thing that changes is people-oriented turns to puppet-master instead of protector.

More info: https://fourtemperaments.com/4-primary-temperaments/

COMBAT ROLES

This entry assumes you are playing 1 PC. It means that you have some strengths, some weaknesses and unless you find a way to address them, they are permanent.

But by all means, don't worry if your character isn't the master of all. Learn to accept them with their flaws. You may think that you must cover all your bases and kill all the baddies to save all the princesses. Do yourself a favor, just relax. Best PCs you play will not be OP godkillers, they will be characters who are flawed to perfection.

*Check comment 5
Melee
Ranged
Infiltration: There is no helping hand if you get caught. Plan ahead. Have an escape route.
Caster
Hybrid

Don't think these roles just in terms of game mechanics or rock-paper-scissors interaction. They are also how your PC sees the world. "If you are a hammer, you see everything as a nail."

GROUP DYNAMICS

Approaching combat in Solo Mode obviously differs from group play. Ideally, a group has to coordinate to overcome adversity while covering each other's weaknesses & deficits. But in SP, you should adapt to problem solver mindset. If you can't see beyond numbers and stats of enemies, eventually your fights will abruptly end.

You will mostly be outnumbered, embrace the honor. After all, this is what Solo means. At first, this might seem like a suicide mission. But you are a hero or heroine with many tricks under your sleeves, not a helpless NPC.

ACTION ECONOMY

Just like in strategy games, thinking in terms of economy is key to survive as a loner. Play your cards to destroy enemy's economy so that they can't find a chance to overwhelm you.

Slot Types

Action economy is maximizing the things you do in a combat turn with what you have:

* limited movement
* action
* bonus action
* reaction

First of all, you should spread useful combat abilities through these slots instead of picking abilities of 1 type, as much as your class provide at each level. Sometimes this means sacrificing some cool spell in favor of another of a different slot type. Using your action to attack is not enough. +Bonus attack? Maybe. If you can cover all 3 types of offense slots at first level, your chances of survival increase tremendously. Ideally, when you have 1 offense action, 1 CC (preferably bonus) & 1 defense / counter-attack reaction, you're set. Next, play to your highest efficiency by utilizing all your slots at every turn. Remember, there are also ways to raise your initiative bonus to strike first.

Basic Maff

In GM side of SP, you are also responsible for generating enemies. Knowing monsters' abilities and their slot types is as important as knowing their stats.

Simply count how many actions all enemies in an encounter can do and compare it to your PC's number of actions to determine fight or flight choice. Yes, sometimes Solo Combat means to bail the heck out of there! However, choosing your battles is the wisest thing you can do. But if you have to fight, at least know whom to focus fire first. If there are no high priority monsters with lethal abilities to worry about, next best choice is always the one with the most actions in a turn. Then comes lower level of threats.

It's always better to deal with 1 enemy at a time until it is dead than to damage multiple and leave them alive. Of course, this is ideally done in an order of lethality and that depends on monster composition / CR, mob numbers and their abilities. Boss fights challenge this strategy, though.

Econ 101

You have 2 main things on your plate to consider in a conflict:

* Number of Actions: Self explanatory. Be wary of Legendary Reactions of bosses.
* Action Efficiency: To kill 2 birds with 1 stone. Move to gain positional advantage/leave 'em in disadvantage. How many enemies can an action eliminate, disable, kill at once? Potency of damage in an attack? How effective can a spell be as oppose to other actions?

And some tactics to use this knowledge to your benefit:

1. Increase your own action efficiency / number: BUFFS, Increase Crit Chance, Initiative, Dmg (2H) / SUMMONS

2. Reduce action efficiency of enemies: DEFENSE (Increase AC, Temp HP, Cover, Mirror Image), Precautionary Strategies (Resistance potions, Invisibility, Hide & Guerilla Tactics, Choke points)

3. Reduce enemies' number of actions: Go Out of Range. Traps. Preventive Strats (CC, deadly environment as ADVNTG)

4. Deny them to act: If you're not there, there is no fight: Stealth.

COMBAT STRATEGY

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.” ~ Sun Tzu, Art of War

Cool words & all but this is just a game. Maybe you know an orc's stats but your PCs don't. Let them learn about the enemy's tactics by trial and error.

Know Thyself

I hope your PC's personality, combat role, group dynamic, and most importantly expression of all these in axe swings and spell slings (RP) make more sense now. Know that in this game, the best weapon is your imagination.

Sharpen & Play to your Strengths
Cover your Weaknesses

Know Thy Enemy

* What is it and how can we deal with it?
* What Type of monster?
* Its Traits?
* Its Strengths & Weaknesses?
* Its Advantages & Disadvantages?
* Its Threat Level / CR (it's based on 4 players)
* Its movement limits?
* Attack ranges & Damage types?

Cut content & additional strats are in the Comments:
Attached Thumbnails Attached Images

Submit "Solo Combat Strategy Guide Part II" to Digg Submit "Solo Combat Strategy Guide Part II" to del.icio.us Submit "Solo Combat Strategy Guide Part II" to Google Submit "Solo Combat Strategy Guide Part II" to Facebook Submit "Solo Combat Strategy Guide Part II" to Twitter

Updated December 4th, 2024 at 10:13 by Tempered7

Categories
Solo Play with FGU

Comments

  1. Tempered7's Avatar
    ## A Note on CR

    Challenge Rating is difficulty of a monster based on 4 players. So, don't make the mistake of picking bugbears for an encounter at level 1 just because they are CR 1. You want CR 1/4 monsters at first level if Solo.
    Updated December 1st, 2024 at 05:52 by Tempered7
  2. Tempered7's Avatar
    Our orc killer is Choleric type if you missed it.
  3. Tempered7's Avatar
    GROUP DYNAMICS #1 (cut content)

    By group dynamics, I mean Tank (DMG Soaker) - Damage Dealer
    - Skill Monkey - Healer - Magic User - Face/Social, etc. And the interaction of these in between each other & NPCs/monsters.

    Group Roles

    * Tank: Damage Soaker. It is not efficient to play this role with 1 PC in Solo Mode. Unless you want to RP or learn about the role with sidekicks as Damage Dealers.

    * Damage Dealer: This is the preferred type in Solo but not without building your PC to cover weaknesses by borrowing from other dynamics or other sources.

    * Skill Monkey: Problem Solver in and out of Combat with a range of skills. Typically Bard & Rogue.

    * Healer: Also not recommended to go full healer (1 PC) without any type of damage source. Can be compensated by potions, scrolls, henchmen. Unless you want to RP or learn about the role. This is harder to play solo because you'll also need to play 1 Tank + 1 DD but if you really want to be a Healer Specialist, you'd want to learn about those, anyway.

    * Magic User: Typically, Glass Cannon (Arcane) but can be temporarily tanky with certain spells. In case of Druids (Divine), can be versatile through Shapeshift (Tank or DD) or use heal and damage spells as a caster. In case of other Divine Casters, they can combine Hand-to-hand Combat with spells to buff, heal or aid themselves & hinder or damage their opponents.

    * Face/Social: Typically Bard, otherwise different CHA classes with different styles. Sometimes you need to avoid combat or gain access to certain benefits with a silver tongue (entrance to enemy den, removing a coward enemy from combat tracker).

    But in SP, you should adapt to a problem solver mindset.
    Let me explain: I don't mean your character should be McGyver by that. I meant you -the player- should be a problem solver as in finding solutions to your problems before / in a session, especially in terms of combat. If you don't feel comfortable with 1 PC, there are suggestions in Part I. But you know what fits best for your style better than anyone else. Some Soloists even play hindered / flawed PCs in combat, not for the challenge but because they favor simulationist / realistic approach. Of course, such a play style will have its own problems to solve.

    I will explain each class's dynamics in a group in their respective entries. That's why this section is too short.
    Updated December 4th, 2024 at 13:38 by Tempered7
  4. Tempered7's Avatar
    ACTION ECONOMY

    Slot Types

    First of all, you should spread useful combat abilities through these slot types [action, reaction, etc] instead of picking abilities of 1 type, as much as your class provide at each level.
    * If your dream is to roleplay a pure class and disregard the meta builds, remember to check them anyway and substitute what they gain on multi-class dips, from other sources if you can. In the form of henchman, items, spell scrolls, potions, services, etc.

    * If you don't mind playing a mixed character type, prepare your immersion to be exposed to a vegetable stew kind of traits and abilities. Fighters with Ritual caster feat, Wizards who dip their minds into the divine's business to get a domain, etc...
    Updated December 1st, 2024 at 07:20 by Tempered7
  5. Tempered7's Avatar
    COMBAT ROLES (cut content):

    * Melee: Pure melee who carries one weapon type (i.e: only a 2H) is shooting yourself in the foot in Solo Play. Remember, you will be outnumbered. Cover your weaknesses with versatility. Even if you want Great Weapon Mastery (2H), carrying 2 throwable javelins + shield will enable you the tactics in Econ 101 - #2. Closing gaps with monsters far away will be a problem once you commit to an engagement because of Attack of Opportunities. Use your current victim as a cover from ranged attacks with footwork. And choose your positioning in battles wisely, champion.

    * Ranged: Pure ranged is also a mistake. You need at least 1 light/finesse melee weapon, tactical thinking of The Arrow (TV series), and tools such as traps (not just items like bear trap) & tricks such as lures. You can always bait and switch in combat. Don't worry if your CHA is not that high. It doesn't have to be. You have DEX, and if you multi-class into Druid / Ranger you can also enjoy some offense / healing spells.

    * Infiltration: There is no helping hand if you get caught. Plan ahead. Have an escape route beforehand. Count the heads before engaging, check their strengths & weaknesses. Know yours. Play to their weaknesses by using your strengths. Divide & Conquer. Be patient like an assassin and go 1 by 1. You are not a berserker, you don't have to ice them all. If it's not an opportune time for you, create leverage while giving the enemy disadvantage. If it is an unwinnable battle, don't even engage, find a way around it.

    * Caster: [Arcane] If you just started SP and don't have the patience of a saint, don't start at level 1. Just don't. Warlocks have some chance out there alone, they have "backup" and some AC. But Wiz & Sorcs don't start to get their meaty spells until level 3-4. So begin at a reasonably higher level than 1. Focus on combat and combat alone, don't bother with utility (except positionals such as Misty Step) or cool but useless spells, you can't afford them. You can compensate utility from other sources. You'll need a source of helping hand ASAP. Find Familiar, Mage hand, summon scrolls, henchman... It is crucial that your INT / CHA should at least be 16 (or 17) in char gen. I mean, every solo class needs to maximize their main stat from the start but you need it more than anyone else. It'll be a long ride for you to shine. If you go with 14 DEX to cover for depleted level 1 spells with a ranged weapon, use your summon as a tank even if it can't take much damage. If you're too attached to your Familiar, pick one that can get in & out of situations quickly (for harassment rather than tanking) i.e: flying ones. Your summon can also be used as crowd control agent by pushing enemies around. Trial and error & struggle is necessary until you are more powerful. After all, arcane casters are the original zero to hero class.

    * Caster: [Divine]: EDIT: Clerics, Paladins, Druids; I categorize Rangers as Ranged and/or Infiltration class. My experience with these classes are limited to none. But I can presume that they can be good tanky frontline combatants or powerful casters/self-healers. So, I think if you don't have a solo class in mind, yet, you can safely pick one of these and enjoy being a paramedic for yourself while dishing mid(?) damage from your weapon attacks. According to what I've read so far, Divine warfare revolves around the use of divine magic and abilities granted by deities or devotion to a divine cause. It emphasizes the fusion of martial combat and divi powers to fulfill a sacred mission or fight against supernatural forces. So, their "holy" nature can be a foundation to your PC's combat style: Their sacred texts / divine prophecies can provide crucial info about an enemy as to ways of defeating it, its weaknesses, etc. Unless, you just want to be a tanky fighter/caster as a self-ambulance to cover all your bases.

    * Hybrid: Either by nature of the class, by multi-class, or by subclass. It is better to maximize one type of Stat > damage (melee / spell / ranged / physical, divine, etc) than to spread it all over the place. Even if you are melee+caster hybrid, don't divide yourself in "best of both worlds", it's a trap. Sharpen your one "side" as a focus and use your other side as a support.
    Updated December 6th, 2024 at 21:13 by Tempered7
  6. Tempered7's Avatar
    Theory of Strategy & Tactics will be in Part III.
    Updated November 30th, 2024 at 11:48 by Tempered7
  7. Tempered7's Avatar
    GROUP DYNAMICS #2 (cut content)

    Tank (DMG Soaker) - Damage Dealer - Skill Monkey - Healer - Magic User - Face/Social, etc.

    When playing 1 PC, many of these will be missing but that doesn't mean you will need all of them at all times. Remember, Solo Play is based on RNG. Whatever monsters are rolled for at the moment, either cover
    whatever weakness you have by substituting, or by playing to your strengths instead of dwelling on your weaknesses. Assume the role & concept of the class you're playing and think like them. This will make your game more than a cookie-cutter play. But I will also include OP strats in class entries.

    Problem solving mindset is necessary because of this. Remember 5W1H questions? Ask them to find out about the solutions to your problems. Search the answers in the form of usable abilities, spells, items, etc; you can even "use" monsters themselves against each other. There is no such thing as "my DM doesn't allow me" in Solo. Go crazy! I'll try to write them in respective class entries as much as possible, but I can't foresee every problem you might have which will depend on your play style & experience.
    Use your imagination.
    Updated December 5th, 2024 at 05:29 by Tempered7
  8. Tempered7's Avatar
    COMBAT STRATEGY

    Let them [your PCs] learn about the enemy's tactics by trial and error.
    That's because the monster themselves - let alone their tactics - will be mostly random because of RNG side of Solo Mode.
    Updated December 1st, 2024 at 07:22 by Tempered7
  9. Tempered7's Avatar
    COMBAT STRATEGY (cut content)

    Strategy is the art of planning, organizing and directing overall military operations and movements in combat. It differs from tactics by staying on the theory side of things. In terms of game play, it is your overall plan to achieve your main goal by going through level progression and directing your efforts into winning your battles until the last boss is dead. This is done by thinking in terms of logistics:

    * WHAT can be used for WHICH of my specific purposes? These can be abilities and spells that your build provides, weapons, items, methods, plans, etc... Search and Gather them.
    * HOW can they be organized into a coherent whole? Little jigsaw puzzle game.
    * WHERE should each part be directed towards? To focus your efforts into a practical goal.
    * And a general theory of HOW they can be applied into practical terms.

    Know Thyself

    * Strength: Typically, elements in the arsenal of your class that are most efficient for you. Sharpen & Play to them. But it doesn't always mean they are your strong side. When used against you by enemies, you become your worst enemy! "i.e: Getting charmed."

    * Weakness: Supposedly, these are what makes you vulnerable for attacks from enemies with specialty to exploit them. Cover them. They don't have to be your down sides, though. When used as bait while you cover them with your Strengths, they can be deadly weapons! "i.e: Damsel in distress with a poisoned kiss."
    Updated December 5th, 2024 at 05:30 by Tempered7
  10. Tempered7's Avatar
    COMBAT STRATEGY (cont. #1)

    Know Thy Plan (New)

    First and foremost, it is to crush your enemies, see them driven before you, and to hear the lamentations of their women, as Conan said. In order to do that, you need to survive first:



    * DETERMINE YOUR OBJECTIVE: Your battle plan should not just be limited to battle mastery. If, say, your objective as a Phlegmatic PC is to protect villagers while in combat, it would be unfair to think "ends justify means." You'd do anything to protect them first. But if you're playing Result-Oriented Pragmatist, you would use ANY way to win a battle; these may include methods that are deemed dishonorable by some.

    * BASE your battle plan on WHERE you are fighting in. Is it a place you know, or is it your enemy's turf? Is the terrain in your favor? If you can't use environment to your advantage, they will. Use Reconnaissance Tactics for the perimeter and mobs within, before entering battle. And make a habit of assessing places you entered tactically at least once. Covers, ambush & choke points, hazards, light sources, hiding spots, entries & exists, secret doors, etc.

    * PREPARE A Hit List:
    Target Priority from highest to lowest to deal with them individually. Unless you have access to Area of Effect Nukes. A Fighter can also throw fireball: Oil bottle + Alchemist's Fire. The list depends on the composition and individual Challenge Rating of the monsters in it. Also take lethal abilities into account.

    1 - Monsters with Disabling Effects mean you're dead. Deal with them in a way that avoids the CC. Know the nature and appliance method of CC for it.

    2 - Intelligent enemies
    are the deadliest. Casters, Clerics. Single them out by positioning yourself well & focusing fire with your action / bonus / reaction. Latter slot may mean they have to attack you first, raise your DEFENSES and bait them to attack you. They usually show themselves AFTER their infantry engaged in melee with you, so, before they secure their Zone of Control, use Cunning to bait the infantry into showing their hands with misdirection methods. (Send animal companion in, trigger noise far away, minor illusion, arson in their bed rooms, etc.)

    3 - Enemies with highest damage & everything else
    comes next.

    * Know What you CAN'T do in combat: Based on risk/reward factors, either don't bother with them at all if you don't want to prolong game time. OR put some effort to substitute or compensate them, if you really need them. Latter choice may mean backtracking, so do that in Prep.

    * Know What you CAN do in combat: Work your way as a loner in a well-organized and competent way to resolve conflict.

    * If you are better at Close Combat, start by chipping away highest priority enemy HP with ranged attacks and by other means before entering melee.
    * If you are better at Ranged Combat, start by setting traps and/or disabling enemy's economy after the reconnaissance. Stealth is a must for this style in Solo.
    * If you're better at Arcane Warfare, start by Pre-Buffs before the engagement. Then focus on controlling the battlefield (AoE CC infantry first). Use a damage soaker as a meat shield against whoever standing while unleashing your spells on the priority targets from high threat level to lower.
    Updated December 5th, 2024 at 05:33 by Tempered7
  11. Tempered7's Avatar
    COMBAT STRATEGY (cont. #2)

    Know The Consequences (NEW)
    "No plan survives the first contact with the enemy."
    ~ Helmuth von Moltke.
    Don't just think about your combatants' plan but also consider its CONSEQUENCES. Especially in the context of its execution for present and future time.

    * "What might it cost me if I do it?"
    * "Can I afford it?"

    If you expect certain actions from certain enemies and base your plans according to it, RNG might blow your plans off course. For example, you might ask a question (related to combat) to your oracle and the words it give you might be interpreted in a disadvantageous way for you.

    "Killing Your Darlings," (cut the excess even if you're attached to it) is not just a term used in Storytelling or World Building. Sometimes it means abandoning a plan to pursue another way to the same goal. Adaptability while sticking to a goal is the key to success in Solo Combat, because RNG is a harsh mistress.

    Solution: Keep your goal in mind and if one way fails, try to find another way to achieve that goal, instead of blindly sticking to a predetermined plan. This might take trial & error if not thought out in Battle Prep, and cost you many dead PCs. Embrace it. One thing is certain that it'll teach you Warfare in a solid way. You may forget battles you won, but you never forget the reason of defeats if you lose something important because of it.
    Updated December 1st, 2024 at 10:22 by Tempered7
  12. Tempered7's Avatar
    COMBAT STRATEGY (cont. #3)

    # Resource Management


    D&D is a resource management game. Every single mechanic on your character sheet is a tangible resource and all you do with your actions is to do math with them.

    * HP / Hit Dice, Stats & Skills, Armor Class, Initiative, Limited use spells and abilities, potions and items, d20 (probability) rolls, even rest.
    * But most importantly, your real world game time! Not to forget, Story vs. Combat in a session's pie chart.

    ## It's Time to Play

    To balance in-game resources with good use of game time, first start by managing your in-game resources in an efficient way.

    Solo Sessions that last more than 20-25 min at a time tend to drag heavily. Take 5-10 min breaks in between sessions even if you have 2-3 hours to spare. Scenes (with a scene goal) is also a resource and you can use them in your combat encounters to manage slogging battles. Determine the beginning and end of your sessions based on scenes. This is to combat mental fatigue.

    Go easy on yourself with your choice of encounters, you are already at a disadvantage. Random generators may give you a group of monsters, but it's your game, not the generator's. Definitive referee in the game is you. And your most valuable resource is your Time. If your session causes stress instead of fun, it is not a good use of it. Combat the stress by not accepting it in your system in the first place. "Choose your battles wisely" is not an advice only for your PCs.

    Fortunately, this is Solo Mode. You can fast forward short / long rests to replenish as often as you wish. Although, repeating it too frequently may break immersion. That is, unless you are already an experienced player / gm and want a challenge.

    ## Time to be Cautious

    That being said, playing 1 PC requires cautionary play style -not defensive, mind you. Since there will be no one to help you, falling in battle may mean the end of your PC despite the fact that there are other ways to continue. But I will assume you want to see your PC ascend the ranks till the end.

    Instead of unleashing all your nukes at first chance, save your limited potent resources to get out of dire situations. And rely on your spammable, lower potency resources even if it's just basic attacks. Use them in tandem with your other type of combat resources. For example, You may want to save them for Preventive Strategies, such as quickly removing a Very High Threat enemy so that you can deal with the rest easily.

    ## Time to Go Berserk

    Threat level is leverage. It is what makes your PC sleep with one eyed open at camp. Even the potential of it orders authority. This is the kind of a resource that you should take from your enemies single-handedly, by will. It is quite the task!

    Normally, when your deficits are covered by a party, I'd say everyone should go full berserk. After all, best defense is offense. Of course, there will be times you'll need to focus fire, or quickly dispatch multiple small targets with an AoE attack. But getting used to a reckless play style in Solo Mode can end your PC's career. So, look for opportunities to go berserk but ONLY rush in at opportune times, when you have most amount of survivability and least amount of potential threat directed towards you. You'll know when those times come if you assess tactical situations with 5W1H questions.

    ## Time to Calculate

    Rule books are also resource. If you started anew, in order to manage them efficiently, always read them with a purpose in mind (such as to make a list, find an answer to a question, or for inspiration), rather than reading it from start to end. This is to combat wasting time by getting lost in them, leaving frustrated.

    As for combat rules in them; your resources are everything your current build provides you at your level any given time, in addition to your 4 action slots, armor, weapons and items. Basically, entries in your Character Sheet.

    Many players tend to set & forget about them until they need them but best way to manage combat is to take time to memorize your biggest strengths and worst weaknesses. If you have a dump stat you might want to take it into account when devising your plans. (i.e: 8 STR means -1 penalty to saves & skill rolls that are STR based).

    Remember Combat Strategy > Know Thyself? It is closely connected to > Know Thy Plan. If you don't take your weaknesses into account, they may come back to bite you.

    ## Time to Fight Numbers with Numbers

    Being have to protect your Hit Points at all times can be an exciting way to play the game. This forces you to think on your feet, assess all combat factors carefully (Your Resources VS. Enemies') that you otherwise would overlook.

    If you see that increasing your AC temporarily with a spell in anticipation of a big hit just saved your life, it might make your time spend more pleasant. Because doing algebra with stats via actions is actually managing them.

    Remember Econ 101 tactics? Managing them in base game terms gets easier if you consider Opportunity Cost of your actions. Opportunity cost is the forgone benefit that would have been derived from an option other than the one that was chosen. What would you lose if you do action A instead of action B? This thinking seems backwards but it enables you to manage comparisons of offensive or defensive capabilities in your arsenal in relation to current situation.

    As an example, If you chose to get 5 Temporary HP with a spell as oppose to increasing your AC by +3 with a shield, it might cost you more HP loss in case of big attack from an ogre. Making the right chose for the right situation depends on such thinking habits.

    But if you don't think you'll enjoy your time by dealing with the nitty gritty sides of the game, just stack on limited amount of HP potions and use them whenever your HP falls below or around the number of HP you can recover with the potion. (i.e: 2d4+2 for Potion of Healing).

    Also, always take lowest result of rolls into account: i.e: lowest result in 1d4+2 = 3. That way, even if you hit the bottom with a roll, you'll at least know if you can dispatch a monster or not (when it's left with its last 3 HP, for example).

    ## Time to Shuffle Bags

    Inventory Management is the worst nightmare of Soloists.

    If you are not playing a STR based character... or worse, if STR is your dump stat, you're left with 2 choices.

    1) Only take items that are light in weight but heavy in value.
    2) Play with a mule. This doesn't have to be a full PC or a sidekick. It can simply be a horse with saddle bags. Oh!
    3) Of course, I assumed you are at low level and don't have access to Bag of Holding, yet. If Time Management is more important than game realism for you, feel free to drag and drop it into your inventory and give it a back story if you wish. But even if you use it liberally, you'll see that after a point you'll stop keeping track of what's inside. Hence the term, nightmare.

    ## Time for Ideals

    A soloist's ideal way of managing mechanics (feats, spells, rules) is to first list them, then sort/rate them depending on their viability, feasibility and efficiency to be used for a build, for example. But by all means, don't feel obliged to do this when there are too many public lists available in the internet, already.
    Updated December 5th, 2024 at 08:49 by Tempered7
DICE PACKS BUNDLE

Log in

Log in