Author Topic: Please advise on house rules for solo game for newbies  (Read 5721 times)

Offline weenog

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Please advise on house rules for solo game for newbies
« on: February 16, 2013, 03:20:05 PM »
I have someone here who doesn't play RPGs and would like to learn about D&D.  I don't know any other local players, so I'm thinking of running a solo D&D 3.5 campaign for her.  I've played plenty but not been in the DM seat before, and it's been a long time since I even played, so I've been second-guessing myself a lot.

I intend to implement some house rules. I want to provide her with a little more power and flexibility because she'll be the only PC, without increasing complexity too much; I also want to work in a couple of ideas I've often thought would be cool whether or not they're relevant to the newbie. I'd like to get the input of some more experienced players on these.
  • Experience penalties for imbalanced multiclassing are out completely.
  • The PC and important NPCs (anything that uses PC instead of NPC classes) take their first 3 levels as gestalt levels.  The gestalt levels must be used on their race's favored class or their racial paragon class (if any), and may be mixed and matched as the player desires.
  • Class alignment and behavior restrictions are waived, for free gestalt levels only (e.g. an aasimar's first 3 paladin levels don't require lawful good alignment nor adherence to the class code of conduct, Paladin 4 and beyond do require appropriate paladin standards).
  • Martial stances and maneuvers have no prerequisites except (indirectly) initiator level.
  • The Artificer class does not exist.
  • The PC and all suitable NPCs (students and staff of the school I'm going to use as the starting area and hub for early adventures) get the effect of the Education feat for free.  They don't get the feat itself, to avoid dark chaos feat shuffle exploits later on.
  • Constitution has a slightly increased impact on remaining alive.  Death by hp damage occurs at negative hp equal to the dying character's Con score, not -10.  A character's Con mod (only if positive) applies to their rate of natural healing (e.g. a character with a Con score of 14 heals 1+2 hp/level with a full night's rest).
  • Behaviour begets alignment, not the other way around.  This mainly to give undead and undead-using characters a greater range of possible alignments.
  • Barbarians gain DR 1/-- at every class level.
  • Fighters gain a bonus feat at every level, and are proficient with all exotic weapons, armor and shields.  Fighter bonus feats may be spent on directly combat-related feats even if they aren't tagged as fighter bonus feats (e.g. a razorclaw shifter fighter could take Improved Natural Weapon [Claws] with a fighter bonus feat).
  • Dragon Shamans get a major overhaul, to be elaborated upon when I have time to write it up (gotta go to work now).
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Offline bobthe6th

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Re: Please advise on house rules for solo game for newbies
« Reply #1 on: February 16, 2013, 06:11:01 PM »
I have someone here who doesn't play RPGs and would like to learn about D&D.  I don't know any other local players, so I'm thinking of running a solo D&D 3.5 campaign for her.  I've played plenty but not been in the DM seat before, and it's been a long time since I even played, so I've been second-guessing myself a lot.

sounds like a good time.

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I intend to implement some house rules. I want to provide her with a little more power and flexibility because she'll be the only PC, without increasing complexity too much; I also want to work in a couple of ideas I've often thought would be cool whether or not they're relevant to the newbie. I'd like to get the input of some more experienced players on these.

you throwing in some DMPCs to help out? It comes with a long set of problems(Have to make sure not to be just playing with yourself, keep them from being broken, ect), but adding in a Healbot/support caster and a skill monkey if either is needed could keep the game interesting. You could also use a intelligent item to dole out healing and buffs if you need to.

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Experience penalties for imbalanced multiclassing are out completely.

This is just a good idea.

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The PC and important NPCs (anything that uses PC instead of NPC classes) take their first 3 levels as gestalt levels.  The gestalt levels must be used on their race's favored class or their racial paragon class (if any), and may be mixed and matched as the player desires.

Would suggest just handing out full gestalt... this is a solo campaign, it won't be OP.

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Class alignment and behavior restrictions are waived, for free gestalt levels only (e.g. an aasimar's first 3 paladin levels don't require lawful good alignment nor adherence to the class code of conduct, Paladin 4 and beyond do require appropriate paladin standards).

This is nice... though I would suggest waving all alignment based restriction, changing them to in character. Like the paladin knows he should do what is right. Unless he is eating babies the Gods shouldn't care, but it should leave a sense of guilt.

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Martial stances and maneuvers have no prerequisites except (indirectly) initiator level.

Yeah... this is solid.

Quote
The Artificer class does not exist.

good idea...

Quote
The PC and all suitable NPCs (students and staff of the school I'm going to use as the starting area and hub for early adventures) get the effect of the Education feat for free.  They don't get the feat itself, to avoid dark chaos feat shuffle exploits later on.

If your solo PC is doing the DCS... still seems fun. Might be a good way to balance out the fact that they are just one character.

  • Constitution has a slightly increased impact on remaining alive.  Death by hp damage occurs at negative hp equal to the dying character's Con score, not -10.  A character's Con mod (only if positive) applies to their rate of natural healing (e.g. a character with a Con score of 14 heals 1+2 hp/level with a full night's rest).[/quote]

    is that (1+con mod HP)/level? otherwise this is solid... and it is a nice explination for why undead/constructs spontaneously combust at 0HP.

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Behaviour begets alignment, not the other way around.  This mainly to give undead and undead-using characters a greater range of possible alignments.

Solid... though you should figure out what undead are. read the first post here.

Quote
Barbarians gain DR 1/-- at every class level.

gah... barbarians at ECL 1 don't need a boost. Later, hell yes, but not at the lower levels. 2/-- at 4th and +2 every other level from then on might work, ending at 18/-- at 20.

[lquote]Fighters gain a bonus feat at every level, and are proficient with all exotic weapons, armor and shields.  Fighter bonus feats may be spent on directly combat-related feats even if they aren't tagged as fighter bonus feats (e.g. a razorclaw shifter fighter could take Improved Natural Weapon [Claws] with a fighter bonus feat).[/quote]

a fighter already has to many feats, here is one high power fighter fix. There are other better fixes by the same writer. This is just a better dip.

Quote
Dragon Shamans get a major overhaul, to be elaborated upon when I have time to write it up (gotta go to work now).

here is a good one
avatar by Szilard, thank you sir for the fine work!

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Offline weenog

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Re: Please advise on house rules for solo game for newbies
« Reply #2 on: February 17, 2013, 02:09:06 PM »
I don't do DPMCs, as such, I find them abhorrent and counterproductive.  Instead I'm going to put her character in a class with 8-10 NPC students of the same level (one each of the traditional warrior, mage, priest, and thief types, and then 4-6 oddballs like hybrids and super-specialists).  I'll arrange for her to do field work with all of them, and then when it's time to strike out on her own she can take a few of the NPCs she likes with her.  I won't be showing favoritism to any of them.  I might be using her favorite NPC that doesn't actually get taken with, as bait for a trap.

I simply don't want to do full gestalt yet. The 3 levels gestalt with racial paragon or favored class is just something I've wanted to try for a long while now. I think favored classes reflecting natural aptitudes you're likely to see in most individuals of that race is a nice idea, but encouraging dipping in that class by punishing any other kind of dipping (with many workarounds, as we all know) is a clumsy and lame way to do it.  I think this way has a little more style, and helps to mitigate the problem of many starting characters being fragile and lacking flexibility.

I might just go ahead and waive restrictions in general, open up all classes, but I'm undecided here.  I like a permissive game, but I don't want to have to give the player a truly huge list of "this isn't actually how it works" when she's trying to learn the system.  Annoying things like falling and losing paladin powers are a part of D&D 3.5, like it or not.

I had meant for the Con mod to apply to every level, for natural healing. Fighter 1 with Con 14 heals 1+2 hp, with a night's sleep, same character at level 4 heals 4+8 hp/night.  Maybe it's a little too much.  Not sure yet.

The necromancy and negative energy and alignment rules are a nasty can of worms, there are arguments to be made for pretty much any position you want to hold.  I don't consider it a house rule as such, more like a chosen interpretation of many available and supported, but for my purposes: positive and negative energy are simply building blocks of the multiverse.  They lean toward no particular alignment, their feature planes are neutral, and being powered by one or the other has no effect on a creature's alignment.

Thanks for the class revision links, I'll take a look at both of those.  I'll probably still wind up using my own dragon shaman revision, but I might steal some ideas from that one.
« Last Edit: February 17, 2013, 02:10:58 PM by weenog »
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Offline Jackinthegreen

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Re: Please advise on house rules for solo game for newbies
« Reply #3 on: February 17, 2013, 02:59:28 PM »
I might recommend starting off slow with the house rules, especially ones that really change up classes and the basics.  Gestalt is one of those since most players upon first hearing about it do a double take and wonder how taking two classes at once works.  Getting her familiar with D&D's published rules, especially the stuff in core since that's the base for pretty much everything, would be the better start so that she's not overloaded with information.  Even playing a spellcaster can be a bit overloading for a new player because of all the spells to look at, though of course the DM can make things easier in that regard by pointing out the really effective ones or the really crappy ones.

Offline weenog

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Re: Please advise on house rules for solo game for newbies
« Reply #4 on: February 17, 2013, 04:11:13 PM »
From what she's said to me on the subject, I think she wants to play a simple kick-in-the-door style game, at least at first. I think I'm going to build a war blade with her for her first PC. I thought about barbarian, but war blade scales up better and doesn't necessarily rely so much on charging.

I have already explained to her that fluff is mutable and sometimes lies. I've also told her any class undergoing major revision is NPC-only until I get its balance where I want it and can stop making adjustments. She seems OK with that.
« Last Edit: February 17, 2013, 04:17:01 PM by weenog »
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Offline bobthe6th

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Re: Please advise on house rules for solo game for newbies
« Reply #5 on: February 18, 2013, 01:32:01 AM »
I don't do DPMCs, as such, I find them abhorrent and counterproductive.  Instead I'm going to put her character in a class with 8-10 NPC students of the same level (one each of the traditional warrior, mage, priest, and thief types, and then 4-6 oddballs like hybrids and super-specialists).  I'll arrange for her to do field work with all of them, and then when it's time to strike out on her own she can take a few of the NPCs she likes with her.  I won't be showing favoritism to any of them.  I might be using her favorite NPC that doesn't actually get taken with, as bait for a trap.

eh, same thing. Just keep it from taking over, and it should work. As long as the DMPCs are just making it possible to beat challenges, or boosting the PC, you aren't likely to get any complaints. DMPCs are bad when they take over the game and become Mary Sue, Destroyer of Tension.

Quote
I simply don't want to do full gestalt yet. The 3 levels gestalt with racial paragon or favored class is just something I've wanted to try for a long while now. I think favored classes reflecting natural aptitudes you're likely to see in most individuals of that race is a nice idea, but encouraging dipping in that class by punishing any other kind of dipping (with many workarounds, as we all know) is a clumsy and lame way to do it.  I think this way has a little more style, and helps to mitigate the problem of many starting characters being fragile and lacking flexibility.

I understand. I was just saying that in this case it wouldn't break anything.

Quote
I might just go ahead and waive restrictions in general, open up all classes, but I'm undecided here.  I like a permissive game, but I don't want to have to give the player a truly huge list of "this isn't actually how it works" when she's trying to learn the system.  Annoying things like falling and losing paladin powers are a part of D&D 3.5, like it or not.

Eh, luckily the system was meant to be modified by each DM.

Quote
The necromancy and negative energy and alignment rules are a nasty can of worms, there are arguments to be made for pretty much any position you want to hold.  I don't consider it a house rule as such, more like a chosen interpretation of many available and supported, but for my purposes: positive and negative energy are simply building blocks of the multiverse.  They lean toward no particular alignment, their feature planes are neutral, and being powered by one or the other has no effect on a creature's alignment.

Yeah, as DM thats your call. You just have to be sure to make it...
avatar by Szilard, thank you sir for the fine work!

my home brew.  you should PEACH them...
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Offline brujon

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Re: Please advise on house rules for solo game for newbies
« Reply #6 on: February 18, 2013, 01:51:09 AM »
I wouldn't toss in too many house rules on her first game, but rather try to play the game as close to the actual rules as written, so as to familiarize the new player with how the system works outside of your table. It may seem harsh, but the house rules you outlined don't modify the system too much, some flat out make the process even more difficult than it would be unmodified, like the Gestalt levels.

Gestalt is introduced as an advanced kind of play in Unearthed Arcana, which is itself a book intended for veteran DM's that wish to introduce more variety in their game. It has it's own set of rules separate from the ones in normal character creation process, and involves a lot of number crunching to figure out which exactly are your class skills, how many skill points per level each level, HD, saves, etc... For someone who is accustomed to the game, it's a simple table checking operation of taking the best values and jotting them down on the sheet, but it's still way more complicated than going Fighter X all the way, for instance.

Introducing advanced options such as ToB, tactical feats, PrC's and multiclassing is also something i'd try to avoid with a new player. The single most overwhelming thing for any new D&D player is the amount of rules they have to digest and absorb, and the more options you introduce, the more rules you have to explain to them in detail. Opening up the hundreds of classes/PRC's present in all supplements all at once to a new player is a good way to spook them out before they even got to play the first session... Especially if they like to build their own characters, which means a LOT of reading and number crunching.

What i'd suggest is the tried and true method of building a core-only character along with your would-be adventurer, and go on a simple and flavorful adventure involving all the fantasy staples... Rampaging orcs, faeries, golems, necromancers and dragons, as well as the kingdom in need. Make it familiar, and in it's way unique.

Eliminate the problem of multiclassing by making her single classed... At least for the first few levels. Also, forgot to say, start from level 1 if you can. Starting at higher levels means a lot of lost time on character building, it also means choosing a whole lot of feats and distributing skill points and it's something that's often considered a tedious task by first timers. When she gains more familiarity with the system, knows how to use each skill, how traps and spell works, then you can try and offer the option of multiclassing. If you're worried about survivability... Just don't throw something at her that you're not certain she can defeat. Don't overuse DMPC's because they take the spotlight away from the character, and every time she has to be saved by one it will be as if she's not the protagonist. If you're not very careful, she will leave because she's not the real hero, she's less powerful and competent than the babysitting NPC that always saves her ass.

1, 7 and 8 are the only house rules i would apply for this first time... They're straight and to the point, and they're also easy to justify and explain. Fighter fixes and other class modifications are something you REALLY want to hold out on for the first few times, because you want her to understand the system AS IT IS, and not as you want it to be. Let her come to the conclusion that fighters are weak after playing one, and then playing the other classes.

But first, let her feel that HER fighter is the best.

This is what my experience DM'ing for first timers looks like. It's what i found that works out best.
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Offline weenog

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Re: Please advise on house rules for solo game for newbies
« Reply #7 on: February 18, 2013, 03:10:18 AM »
Some good points there, brujon.  I think I may have been planning to approach this in the wrong way.  Right now I probably shouldn't be looking to set up things I want for the long term.  I should be thinking in terms of a standalone adventure or short set of adventures, not a months- or years-long campaign.  If she wants to hit the thing with the other thing right now, I don't need to worry about how crappy fighters and low-op barbarians are at hitting things beyond level 6ish.

I would still like to present her with a fairly wide range of NPCs and let her pick her own allies.   I think that will give her a greater sense of control over what's going on, and reduce the likelihood of resentment.  I'm also planning to optimize mainly support NPCs a little harder, and be a little more easygoing with NPCs which act directly.  This should help to avoid situations where she might feel like just a sidekick.
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Offline brujon

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Re: Please advise on house rules for solo game for newbies
« Reply #8 on: February 18, 2013, 03:49:45 AM »
Some good points there, brujon.  I think I may have been planning to approach this in the wrong way.  Right now I probably shouldn't be looking to set up things I want for the long term.  I should be thinking in terms of a standalone adventure or short set of adventures, not a months- or years-long campaign.  If she wants to hit the thing with the other thing right now, I don't need to worry about how crappy fighters and low-op barbarians are at hitting things beyond level 6ish.

I would still like to present her with a fairly wide range of NPCs and let her pick her own allies.   I think that will give her a greater sense of control over what's going on, and reduce the likelihood of resentment.  I'm also planning to optimize mainly support NPCs a little harder, and be a little more easygoing with NPCs which act directly.  This should help to avoid situations where she might feel like just a sidekick.

Yes. The best DMPC's to aid her in the long run would be optimized Bards and Healbot Clerics that help keep her alive and kicking hard. It would simultaneously create a soft cushion for her to fall in when she makes bad decisions, and teach her that every member of the party can contribute, even when they're not directly doing the killing. Agreed completely about the short adventures. You should not start her first adventure with the mindset that she'll keep this character for a long period of time... More often than not, D&D first timers are pretty disappointed with their first characters when they start learning the system. Many players i know have recreated their characters many times over many adventurers, even when they like them, they keep rebuilding them with different classes, feats & items.

I'd also avoid XP penalties from being revived, at least for the first few times, while explaining to her that you're doing this to make it easier on her. In this day and age, games don't punish you much for death, and D&D is pretty old school in this regard. This may come as a shock.

If you would, i'd suggest you make the adventure a bit modular in nature. Make the first part of the adventure a simple hack and slash, something were she should be able to excel at as a fighter or barbarian. Gradually add in other gameplay elements. Introduce a few blaster sorcerers, so she can know just how hard spells can hit. Get them to become smarter, using battlefield control tactics, summons, and save or sucks (not save or dies yet). Introduce a Rogue NPC just before a dungeon crawl with a lot of traps, and put in a Red Shirt that dies on the first trap just to show her how bad it is to just go in charging headlong in unknown territory. Get her to know Tucker's Kobolds, to see how tactical advantages can turn the tables even against overwhelming odds.

Think of her first adventure like the Tutorial section of a new MMO or PC RPG. The story part is important, but it's also important to keep introducing the mechanics in a sequential manner, and not all at once, so she can learn how to deal with everything eventually. At some point, have an enemy cleric put a Curse on her so she can learn that there are spellcasting services available on churches that can cast Break Enchantment. Put a Fallen Palladin on her way that needs to Atone... A fellow Fighter that happens to be an awakened Lion. And from there, just get even more unconventional, introducing the concept of Gishes, Martial Adepts, Tactical Feats, etc...

You can even do it in the course of several adventures. Do 2 or 3 solo ones, then introduce her in a gaming group.
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Offline veekie

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Re: Please advise on house rules for solo game for newbies
« Reply #9 on: February 18, 2013, 04:38:14 AM »
One particular thing you should apply for solo games. Any kind of action-loss or save-or-lose effect needs to be dramatically tamed, since it's just one roll to end the game entirely. Reduce their duration to 1 round is my personal preference, or burn some kind of resource(action points maybe) to suppress them is the other.
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Offline weenog

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Re: Please advise on house rules for solo game for newbies
« Reply #10 on: February 18, 2013, 04:56:25 AM »
The tutorial angle was actually the main reason I intended to start her off in a school. Something like a bard college, but a bit more broad in subject matter.  It would be a credible source of peers of similar level, as well as some higher-level NPCs that can help out but aren't available as adventuring companions, but the main point is to serve a tutorial function.  Why sit through a boring OOC explanation of stuff like high ground advantage, difficult terrain, balancing in combat, and cover bonuses to AC, when you could have a colourful lecture, participate in a practical demonstration, and pick up a little XP from a darkrunner guest professor teaching terrain advantage in Combat Tactics 101?
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Offline brujon

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Re: Please advise on house rules for solo game for newbies
« Reply #11 on: February 18, 2013, 05:07:59 AM »
The tutorial angle was actually the main reason I intended to start her off in a school. Something like a bard college, but a bit more broad in subject matter.  It would be a credible source of peers of similar level, as well as some higher-level NPCs that can help out but aren't available as adventuring companions, but the main point is to serve a tutorial function.  Why sit through a boring OOC explanation of stuff like high ground advantage, difficult terrain, balancing in combat, and cover bonuses to AC, when you could have a colourful lecture, participate in a practical demonstration, and pick up a little XP from a darkrunner guest professor teaching terrain advantage in Combat Tactics 101?

Neverwinter Nights approached exactly that angle in the original campaign for the first game. You started off in the College of Neverwinter, which is basically Hero School. It was pretty interesting, and in the middle of the graduation ceremony, some of the beasts from the Bestiary break loose, and you soon find out it's under attack. Dead NPC's everywhere, fires up the wazoo, and since you're one of the sole survivors, you have to help going after the perpetrator... But you can't quite catch him and it sets the stage for you to meet Lady Aribeth and the big players on Neverwinter, and also a plausible explanation as to why they put you in charge of finding out what is going on (You're a Hero in Training(tm) and also one of the few survivors of the original incident, so you have first hand knowledge).

All campaigns for the original NWN were filled with so much win. Especially the expansion. Fucking Deekin, man, best NPC ever. Awesome character development.

Much better than the King of Shadows BS that plagued the sequel... But i digress.

The idea for using a school as the starting point for the setting is a very good idea, and it's been done with success previously (hence the example). You can introduce powerful players in the political scene of the setting in the graduation ceremony, or do it in a disaster like NWN did, and it's a nice way of providing in-game explanation for certain essential mechanics, like you said.
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Offline Jackinthegreen

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Re: Please advise on house rules for solo game for newbies
« Reply #12 on: February 18, 2013, 01:11:50 PM »
Sounds like I need to get the original Neverwinter...  lol