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Tips for Single-Player Games

JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
From RPT GM Liam

If GMs are playing with one player, they might want to consider some tricks that solo players like me use when playing DND to help even the odds.

You see, one of the problems with playing a party of one is that combat encounters can get very dull, or very deadly, very fast. You’ll always be fighting very small groups of weakish NPCs and low rank monsters - especially if your player picks a full spellcaster. Why? Because a single player lacks the action economy and hit point pool of a full party. As a result even a small group of relatively weak enemies can be a deadly challenge for a single player and their companion NPC.

One of the ways I (and others) have got around this playing solo is by giving our character some buffs.

For example:
  1. Boosted HP. At Level 1 the player takes (Max Hit Die HP x4) + (Con mod x4). For every level after, 4 Hit Die + (Con mod x4). This massively boost to HP makes them far less squishy, able to take way more hits, thus able to fight bigger bads.
  2. Powered Up Short Rest. Short rests restore all HP and 2/3 of spell slots. Helps them do more in a day and feel as productive as a party.
  3. Expertise. Regardless of their class, let them boost one or two of their skills. They’ll be rolling (and failing) a lot skill checks. This can help even the odds.
  4. Healing Surge. Let them use ab action to expend up to half their total hit dice to heal. Cf. #1.
  5. Legendary Actions & Resistances. Letting them have 3 legendary actions to use remaining movement, attack, or cast a spell (costs 2) or cantrip, etc. helps them get closer to the action economy of a fuller party. On the other hand, 3 Legendary Resistances (per long rest) helps them, again, feel less squishy.
(I first read about this approach in G. Bento’s Solo Adventurer’s Guide: Legendary Characters).

I’ve seen others allow single player parties to create gestalt characters with two full classes instead. However, I find that cumbersome to manage, overwhelming for a new player, and doesn’t deal with the action economy issue.

All of these are optional and by design create an OP character. That might concern some DMs, but trust me your player will feel like a total boss the first time they solo a group of mind flayers!
 
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