LogFAQs > #905207022

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shadowsword87
07/16/18 10:19:07 PM
#287:


One of a few ways:

1. Make them super broken, maybe with extra actions or similar things to give them access to healing. This can make encounters extra-swingy with turns where the PC blows apart every single monster they come across, or just get smacked to death. You could just use solo monsters, but that gets boring after the 6th one.

2. Give them NPCs to boss around (during fights at least, outside of combat it's whatever is the most interesting). This requires a lot of effort on my part to give them personality and level them up all individually and make sure it works out. It would be potentially the most rewarding for both the player and the GM. This is the recommendation I see the most often from mechanics-minded people.
Maybe for a plot thing they should be royalty, or similar high position (or their boss). Because they will do a lot of saving that doesn't make sense for just another joe shmoe, because that's what players will do, they will focus mostly on their PC.

3. Fudge the numbers more than normal. Combat wanes when the player is feeling nervous about getting close to dying, and bumps up when things are too easy (up to and including having other monsters show up). This isn't the same as running up against a wall made out of monsters and expecting to come out fine, but that the average fight that a PC should be able to beat means that everything doesn't explode.

Any one of these requires balance on the GM's end because things will be weird while both people get into the swing of things. The part I would be worried about is that if the PC ever hits 0 hp, the encounter is over no question. With other players they could be a rallying point to try and save them and a back and forth, but if it's just 1 PC, it's much more of a tight rope.

I personally would go with 3 with a strong emphasis on how dangerous the world is. But that's also how I tend to run stuff in general. Combat tends to suck in my games, other options are always there.
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