Solo game, D&D, level 7
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Solo game, D&D, level 7
Hello, People.
I'm looking for a player to try out something I devised.
This would be a level 7 PC who cannot cast spells as per the official method, but they have an artifact, which provides them with thematic spell-like abilities.
What's the point of all this? Well:
- flexible casting
- slow refresh, to make magic use more memorable, instead of daily grinding
- an add-on to any class to have rare but thematic supernatural abilities
The artifact provides Mana Points, with a pool of 10 + level. The spells the character has cost 1 MP / spell level used.
One Mana Point is restored every day. The player has to seriously think about when to use them.
Cantrips don't cost mana, they are free to use.
Three spells from levels 0-3 each. These should be focused on two themes, no more.
For example, an artifact might be interested in lore and order, then the spells all should support those goals. Of course, creativity is allowed here, but a reasonable justification is needed for each granted spell. Also, it will have its requests connected to the themes, so the example artifact will want the PC to go out and save the library of that monastery from military destruction, or follow a lead to a forgotten tome, or topple that corrupt baron. It's a pact between the PC and the artifact.
So, what classes are available? That depends, because I'm ok with D&D 3.5, D&D 5e, and Pathfinder 1, but the point is that it has no spells or similar features.
Just to avoid unnecessary rounds of arguments: this is not a better way than any other way, but I like it much better than any other way D&D ever used spells. So I want to try it.
If there are several users interested, I'll have preference for those who are willing to return the favor, and also GM for me with the same method.
Yep, that's it.
Is anyone interested?
I'm looking for a player to try out something I devised.
This would be a level 7 PC who cannot cast spells as per the official method, but they have an artifact, which provides them with thematic spell-like abilities.
What's the point of all this? Well:
- flexible casting
- slow refresh, to make magic use more memorable, instead of daily grinding
- an add-on to any class to have rare but thematic supernatural abilities
The artifact provides Mana Points, with a pool of 10 + level. The spells the character has cost 1 MP / spell level used.
One Mana Point is restored every day. The player has to seriously think about when to use them.
Cantrips don't cost mana, they are free to use.
Three spells from levels 0-3 each. These should be focused on two themes, no more.
For example, an artifact might be interested in lore and order, then the spells all should support those goals. Of course, creativity is allowed here, but a reasonable justification is needed for each granted spell. Also, it will have its requests connected to the themes, so the example artifact will want the PC to go out and save the library of that monastery from military destruction, or follow a lead to a forgotten tome, or topple that corrupt baron. It's a pact between the PC and the artifact.
So, what classes are available? That depends, because I'm ok with D&D 3.5, D&D 5e, and Pathfinder 1, but the point is that it has no spells or similar features.
Just to avoid unnecessary rounds of arguments: this is not a better way than any other way, but I like it much better than any other way D&D ever used spells. So I want to try it.
If there are several users interested, I'll have preference for those who are willing to return the favor, and also GM for me with the same method.
Yep, that's it.
Is anyone interested?
Re: Solo game, D&D, level 7
Welcome sailingNeutrino, interesting concept!
Good luck,
--Ron--
Good luck,
--Ron--
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Re: Solo game, D&D, level 7
I don't have time to wade into something like that atm, but wanted to say it's a great idea. I'll likely poach it!
And welcome.
And welcome.

- Samwell Turleton
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Re: Solo game, D&D, level 7
I really like the idea of this but have no familiarity with any of the systems. I only know some 2e.
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Re: Solo game, D&D, level 7
Well, thanks for the welcomes, guys.
Paladin, you're welcome to use it, I'm happy if the idea spreads.
Samwell, unfortunately I don't have any 2e books. If you're willing to delve into any I mentioned, I'd recommend 5e, the main point of its existence is being simplified. I'd be happy to teach it.
Paladin, you're welcome to use it, I'm happy if the idea spreads.
Samwell, unfortunately I don't have any 2e books. If you're willing to delve into any I mentioned, I'd recommend 5e, the main point of its existence is being simplified. I'd be happy to teach it.
Re: Solo game, D&D, level 7
Here are the 2e rules, all online and indexed nicely. Welcome Aboard!
http://www.purpleworm.org/rules/
http://www.purpleworm.org/rules/
- Samwell Turleton
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- Location: Maine
Re: Solo game, D&D, level 7
Where are my manners - welcome to the forum!
I am open to learning some 5e for this. Let me look into it but count me in as interested.
I am open to learning some 5e for this. Let me look into it but count me in as interested.
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Re: Solo game, D&D, level 7
Rex:
Wow. I'm impressed with the amount of effort that went into that website. It brought back 20-year-old memories, when all we had was an Nth photocopy of the PHB in separate sheets, in a folder. But, after looking around, the whole thing feels extremely clunky. I read most of the fighter kits, and boy, they are messy. I might have considered calculating THAC0 again if no one was willing to use the new versions, but this is moot now.
Samwell:
I think 5e is rather easy to learn. If you'd like some tutoring, just tell me and I'll do that.
The most important part is that every character has a 'Proficiency Bonus', which is dependent on character level, and is completely indepentent from class. If you're proficient in a weapon or skill, you add your Proficiency Bonus to rolls. And you always add an Ability Score Bonus, which is (Score - 10) / 2. The higher you roll, the better.
To hit someone, you need an attack roll result at least as high as their AC.
Ok, that's already tutoring and I'll stop it.
Wow. I'm impressed with the amount of effort that went into that website. It brought back 20-year-old memories, when all we had was an Nth photocopy of the PHB in separate sheets, in a folder. But, after looking around, the whole thing feels extremely clunky. I read most of the fighter kits, and boy, they are messy. I might have considered calculating THAC0 again if no one was willing to use the new versions, but this is moot now.
Samwell:
I think 5e is rather easy to learn. If you'd like some tutoring, just tell me and I'll do that.
The most important part is that every character has a 'Proficiency Bonus', which is dependent on character level, and is completely indepentent from class. If you're proficient in a weapon or skill, you add your Proficiency Bonus to rolls. And you always add an Ability Score Bonus, which is (Score - 10) / 2. The higher you roll, the better.
To hit someone, you need an attack roll result at least as high as their AC.
Ok, that's already tutoring and I'll stop it.
Re: Solo game, D&D, level 7
I prefer Holmes Basic and 1E to 2E but 2E is alright. All good, I play 5E as well but its not my favorite.
Re: Solo game, D&D, level 7
Sam, PM me a mailing address and I'll loan you my 5th Ed PHB. You can return it when you're done.Samwell Turleton wrote: ↑Sat Sep 19, 2020 11:46 pm Where are my manners - welcome to the forum!
I am open to learning some 5e for this. Let me look into it but count me in as interested.
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- Samwell Turleton
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- Joined: Sun May 17, 2020 5:41 pm
- Location: Maine
Re: Solo game, D&D, level 7
Thank you - I downloaded those rules and started looking through them. It all seems straightforward and easy to grasp.