| Leicester |
Saw this a few weeks ago and downloaded a copy:
http://www.tenkarstavern.com/2013/05/mini-review-solo-heroes-free-rules-for .html
Essentially a guide on tweaking combat and hazards (traps, etc.) to allow a solo PC to work their way through an adventure. It is built for OSR, but the system can easily apply to PF. Essentially it softens monster damage, adds a 'cleave' type damage to multiple foes, and a 'luck' component vs things like traps, spells, paralysis to offset potential damage.
I tried it out last night with my stepdaughter - it was a two-fer - me trying this hack, as well as her first time playing. It was a fun walkthough - I put her cleric through a small tomb complex with a ghoul and a couple of traps. It worked as she took a bad roll and fell into a pit, as well as went toe-to-toe with the ghoul rather than standing back and using cleric abilities. Familiarized her with a bit of the game mechanic and cleric capabilities.
I think this will work best with low-level characters and 1-2 PCs - I'll crosspost to the beginner forum too
Take a look - anyone have their own house rules or tweaks for low-strength parties other than loading up with henches or NPCs?
Psion-Psycho
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Usually i just stat monsters to work off the average to hit and ac of the party at hand. Once u figure the average to hit of the party and there ac it becomes easy to design enemies that will not over power them unless u want them to. Other than that i always try to have a point were they can fall back to in order to use tactics like narrow halls or rooms they can use to bottle neck the enemy to reduce the amount of targets they are fighting. Also i do allow for the Hero Point System if they want to use that other wise they get a free feat as indicated by those that chose not to get it. So its not really house rules but just active tweaking of monster stats and environment to give them a fighting chance.