So, one of the hardest parts of running a solo game is handling combat. This is partly down to how serious most repercussions of combat are, and the fact most adventures follow action movie tropes, it’s also fun!
System matters
While I am going to lay out options for any system you choose to use, there are many systems out there that fit at least one of these tropes/options. So by changing your system you may solve a problem you are currently encountering.
Of course not everyone is so flippant with their system, and often there are other elements of your chosen system that keep you from changing. So without further ado here are some combat options…
Big damn heroes
When you create a character for your game, don’t stick to the starting guidelines. Start at level 4, or with 200 instead of 150 points for example. Basically something that makes your character particularly competent from the beginning.
At the same time, don’t make the mistake of scaling the opposition. What I mean by this, is that certain games have an enemy ‘hierarchy’, level 3 monsters or level 7 encounters for example or a challenge rating system. These are generally designed to scale with your average adventuring party. Now as a standalone hero you are not the average adventuring party, which is exactly why I am here typing this up!
So I suggest keeping an element of difference between your character and the opposition.
The glass jaw
Mooks, goons, extras, pawns, cannon fodder. Many games have rules for these and they can really help your character out, sometimes there are also rules for in between levels of opponents too.
If your game lacks these, you can simply reduce the hit points or competence of ‘cannon fodder’ style opponents so that they are easily taken out of the action.
Break them
Another option is to use the often under utilised morale effects on opponents.
Most opponents will not want to fight to the death, instead seeing a friend killed or badly injured will make them retreat or rethink their tactics.
The hired help
So having a solitary character makes them vulnerable, so why not take someone else along for the ride?
These could be anything from dedicated sidekicks and friends, to mercenary help hired to help clear out the dungeon for profit, and everything in between.
Just because you are playing a solo game, doesn’t mean you need to remain solitary. With many great character creation tools you can get together a ragtag band of ne’er-do-wells in no time. Of course whether they will abandon you at an inopportune moment waits to be seen…
Forewarned is forearmed
This option is to prioritise your character’s actions over the opposition. You essentially always go first, and cannot be surprised (where a lot of damage could potentially be inflicted).
Always going first allows your character to deal out as much damage as possible and pre-empt any potential injury.
Death or dishonour
Not all (or indeed very many) fights mean death. This can mean surrendering when the going is looking dodgy, to 0 hit points not meaning instant death (if your rules do).
This has a good, long history. From James Bond being captured (at least once a film if not more!), to being left for dead, buried under a pile of rubble, left because the opposition are in a hurry, or any number of other reasons.
Come at me
As seen in multiple cinematic films this choice involves resolving each fight individually. Either ‘completing’ each fight, or randomly selecting an opponent until they either fail their morale test or are each beaten.
For example, my character jumps on a table to attack a foe, stunning the others to inaction, before kicking a bowl of soup at another to continue the inaction.
Pick your battles
A variant on the Come at me option, this one revolves around using tactics to limit the number of opponents faced at any one time.
For example, taking up the entrance to a door, or spiral staircase, or ducking behind suitable bullet proof crates.
Don’t fear the reaper
The final option is to make no changes, simply play the game as written and let the dice fall as they may.
There is something extra horrific when your character is fragile and you are hunting Cthuloid monsters, xenomorphs on a mining ship, or vampires in a dark alley.
Round up
So I have used just about all of these at one time or another depending on what flavour I want for my game. Sometimes I'm after the swashbuckling hero taking down multiple opponents, and other times I want the cold tingle adrenaline rush of my detective with his pistol heavy in his hands.
How do you handle your solo combat?
Wandering over from the RPGPub. I think that covers the ground very elegantly. I’m always a bit reluctant to abandon surprise but it does get characters pummelled on a regular basis.
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