We're doing AD&D 2nd Edition on a 1:1 basis, one DM & one player. D&D, however, is largely based on the assumption of a party. It can be run with a solo PC & DM, but both player & DM need to wrap their head around the game differently than many people have been doing of late.
I had an idea while reading Black Streams: Solo Heroes (free on DriveThruRPG). As much as I liked some of the ideas in Solo Heroes, I was starting to think different directions. I was thinking about posts on rpg.net about how some facets of D&D were inspired by swashbuckling movies. Then, I remembered And All For One! by Eureka Miniatures. I started to imagine D&D, but with the action economy inspired by Eureka's Musketeers game.
Ruckus Dice (Swashbuckling Actions for Solo PC & DM Games)
- Everyone gets their normal actions per round, according to the RAW.
- For every action beyond the norm in a round, a Player may roll 1d6. If they roll a 1, the PC yields the initiative, and the DM gets to take a single action with all the NPCs and Monsters in line of sight.
- If the Player does not roll a 1, the Player may continue, adding an additional d6 for each additional action that is taken, until a 1 is rolled. (E.g., 2d6 for the second action, 3d6 for the third, etc.)
- This may be done up to three times a round.
Interrupts & Reactions (Stealing the Initiative)
Basically, D&D came out of wargames. And, it appears, many of the first roleplayers were wargamers as well. I've been reading a lot about wargames that have a reaction mechanic (Crossfire, Force On Force, Chain Reaction, Infinity), instead of an "I Go You Go" round structure. These wargames often have a more organic flow to them, more like you'd expect in a boxing match, or a swashbuckling movie.
When the actor PC or NPC in a fight does something which would provoke a reaction, the reacting character gets a chance to take one or more actions, stealing the initiative away. The Player doesn't have to roll for this, such as with the Ruckus Dice above. It is an automatic free reaction.
Examples of actions which provoke a reaction roll:
- Kill the Squishy: Casting a spell next to a character within melee distance.
- Ignoring Tactical Movement:
- Moving within 5' of a creature.
- Moving in front of the line of fire of an archer character.
- Riposte: Rolling a 1 to 4 on their attack roll.
I'm still thinking of staying close to some of the central ideas in the Kevin Crawford games. But, I'm thinking of doing variations like using a Parry or Shield Block mechanic which is a reverse of the Fray Die.
No comments:
Post a Comment