Page 12: "Change Weapon" - you may forfeit one turn's attack to change weapons. At minute 5:40, you were wondering about this I think. This game has been a lot of fun, and I've printed out two additional copies of the game and sheets (character, mapping, etc.) in a tabbed binder. I 'house-rule' rolling for the random armor and weapon prior to determining the new character's skills. Thematically, a young adventurer is not likely to enter the dungeon unprepared. Part of that preparation is having practiced with his/her weapon, so the skill will mirror his weapon. Also... remember those three Fate Points! If your rookie adventurer gets an Orc in the room (100-40 on the Encounter Chart), and can't escape or defeat the monster, use a Fate Point to get a different monster. Have fun!
Yes! Thank you!! I totally spaced out on that and indeed failed to mention the fate points, which I definitely made use of when I was playing. Much appreciate the comment.
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I just discovered your channel by chance as another channel I like has the same name as yours but with a (+) in between Geek Gamers. Anyway, I plan to make a computer game and your video _"Easy Ways to be your own GM (solo RPGing)"_ is a godsend.....I mean that.
Great video, GG! Enjoyed it a lot. Thanks! Idea: roll a d10 along with Enemy attack dice to check for Reaction to speed up combat a tiny bit? Keep up the great work!
Glad you enjoyed it! And yep, I've got Barbarian Prince and really like it. It hadn't occurred to me but I do see why this reminds you of that for sure. I haven't done a vid on it (though it does seem like it belongs on my channel) since I'm not sure I can offer much with it...there are already a bunch of vids about it... If you were combining the reaction roll with something it would need to be combined with your own roll since you roll for their reaction and then (next) you are rolling for your attack. That might get a bit confusing since if you roll on some escape you need to decide whether or not you will try to stop them etc. The combat just gets drawn out when both sides are missing and I'm not sure there is a way to speed that up. I suppose you could roll color-coded d100s simultaneously (since you are meant to be modeling simultaneous blows). That would speed things up. I should try that.
You guys can help-me? I have a doubt. there is a limit of space to draw the dungeon? Or You guys just put another paper on the side? Thank you for the help!
YOu can forfeit your attack to move one piece of equipment, so you could take out your bow or sword if you forfeit your attack. I fixed the issue with the poor weapon selection at the beginning of the game by allowing myself to visit the shop once before delving into the dungeon, allowing me to sell the weapon that may not fit with the character but limiting me to the gold I get from the sale to buy the new weapon.
That was going to be my suggestion. Simply "allow" yourself to sell the random starting weapon before you get stuck trudging through a dungeon unprepared for encounters. Still, I really do enjoy the videos you have put together for the solo adventurer, or the solitaire adventurer. Thank you for doing this.
Your longbow is in the wrong place it goes in main weapon slot and is 2 handed so you can't use your shield, because it take up both main hand and off hand weapon slot, your hand slot which you have the bow in is for hand armor.
Huy Tran Thanks. I agree :) I didn’t even realize it was in the book till I got the book home. A big bonus. The other side also has a battle map (in white). I’m sure I will show it in some other vid in the future.
I'm guessing you could simply use the random dungeon tables for the basic setting and dungeon crawl, but use any RPG rules for the characters and combat?
7:15 it looks exceedingly tedious to draw out irregularly-shaped rooms like that. Four Against Darkness (which you mentioned in your last d100 video that you haven't yet played) uses more conventional grid-based shapes, which are (of course) much easier to work with. i guess it would be easy enough to replace all of those silly cave outlines with your own square-based elements, but it would be tedious to do so. i am a bit surprised that that table survived the playtest stage - it seems like something only a hard-core dungeon mapper fanatic would want to do.
Actually, I really enjoy that aspect of this so to each their own I suppose. You could easily abandon the images suggested and simply keep the room type (clear, encounter, geomorphic, quest room) and the things like exit orientation, doors, etc. and make everything square.
I like mapping , i was already musing on actually going even more crazy and make simple little models from foam core board of each room, and make tiles to set down. Lol
I actually had a pretty boring combat with zombies and the one remaining zombie decided to escape... Well, I got in one last attack and rolled under “10” on my DEX, finished off the last zombie and added TWO pips to my DEX track! ( I’m “attuned” to it...) The battle suddenly got interesting and when I searched the room, I used a Potion of Lesser Fate to find a piece of Legendary armor!!
After watching your vids, I hit the buttin and bought the book. Also there is a free roleplaying system called Open Legend....I am working on a way to make it solo. You might want to research that one....Can be used for any genre.
3dcarrarafreak Thanks for the tip. I’ve never heard of Open Legend but I will check into it. Hope you enjoy d100. I may have another vid on the system coming up
I'm not sure you are doing combat correctly, or perhaps I am wrong. In a pack situation (i.e. rats), while their total HP is 7, and you scored 10, I believe you only kill 1 at a time. With your bow, (1 shot), you can't hit all three with 1 arrow, just like it would be hard to hit all three on the back simultaneously with a melee weapon. So, you kill 1 of the pack, leaving 2 left. Your next round, the AV is reduced by 5, since there are now two. Combat continues. Also, I'm unsure if you have updated/adjusted your base points in regards to racial skills, hero path, etc. Looking at your character sheet, you are using base skills of 30, 50, 40. Look at tables H & R and make adjustments both +/-, unless you have them written elsewhere. This also grants you additional skills....it looks like you only have 2 listed (agility & locks), so I think you are short changing yourself. Your Hero path grants you 2, Racial 1, and you get a choice of 2 more...at least in v3.0. For sure, the Combat Track rewards are different in v3.0.
Actually the way you are doing combat is the way 4 in darkness does pack combat. In D100 you actually do kill monsters equivalent to the amount of damage you dish out. The pack only effects the AV of the encounter if you don't manage to kill enough of them to take out the group. So if you had a 3/2/2 monster pack if you did 7 HP of damage you kill the pack, if you did 5 points of damage the first two parts of the pack would be killed leaving the last one. 0/0/2. You have to imagine that a pack is fighting as one monster so youre attacks do to, you are not giving each part of the pack an attack like they were individual creatures so why should you delve damage to them as if they were.
Your attack and the monsters attack are not just one attack, even though you roll it as such. Think of it as a quick back and forth where you might fire off 3 arrows, not just one and the location hit was just the spot that did the most damage. The damage gets spread across all the monsters in the pack, starting with the first. The pack attacks as one even though they are more than one. In my mind it plays out like a little montage in a movie... a five second back and forth battle.
Page 12: "Change Weapon" - you may forfeit one turn's attack to change weapons. At minute 5:40, you were wondering about this I think. This game has been a lot of fun, and I've printed out two additional copies of the game and sheets (character, mapping, etc.) in a tabbed binder. I 'house-rule' rolling for the random armor and weapon prior to determining the new character's skills. Thematically, a young adventurer is not likely to enter the dungeon unprepared. Part of that preparation is having practiced with his/her weapon, so the skill will mirror his weapon. Also... remember those three Fate Points! If your rookie adventurer gets an Orc in the room (100-40 on the Encounter Chart), and can't escape or defeat the monster, use a Fate Point to get a different monster. Have fun!
Yes! Thank you!! I totally spaced out on that and indeed failed to mention the fate points, which I definitely made use of when I was playing. Much appreciate the comment.
Enjoying this content? You can support the channel by donating on PayPal: paypal.me/geekgamersDeborah
get SOLO GAME MASTER'S GUIDE:
US customers: tinyurl.com/yckpsrxe
UK customers: tinyurl.com/ykarakda
get RANDOM HEXCRAWL BOOK: tinyurl.com/5cj3d4jc
get RANDOM DUNGEONS book: lfosr.com/product/a-place-underground/
I just discovered your channel by chance as another channel I like has the same name as yours but with a (+) in between Geek Gamers.
Anyway, I plan to make a computer game and your video _"Easy Ways to be your own GM (solo RPGing)"_ is a godsend.....I mean that.
Fruit Farm Factory So glad to hear it and thanks for the comment!
Great video, GG! Enjoyed it a lot. Thanks!
Idea: roll a d10 along with Enemy attack dice to check for Reaction to speed up combat a tiny bit?
Keep up the great work!
Also you might want to check out Barbarian Prince which this game reminds me of. You can find a free copy if you search the net.
Glad you enjoyed it!
And yep, I've got Barbarian Prince and really like it. It hadn't occurred to me but I do see why this reminds you of that for sure. I haven't done a vid on it (though it does seem like it belongs on my channel) since I'm not sure I can offer much with it...there are already a bunch of vids about it...
If you were combining the reaction roll with something it would need to be combined with your own roll since you roll for their reaction and then (next) you are rolling for your attack. That might get a bit confusing since if you roll on some escape you need to decide whether or not you will try to stop them etc.
The combat just gets drawn out when both sides are missing and I'm not sure there is a way to speed that up. I suppose you could roll color-coded d100s simultaneously (since you are meant to be modeling simultaneous blows). That would speed things up. I should try that.
Thank you for your video. This looks like a great game for newbie solo RPGers. I've downloaded a copy.
29:51 It'e encounter (red) room, so you should apply +10 modifier on F table.
You guys can help-me? I have a doubt. there is a limit of space to draw the dungeon? Or You guys just put another paper on the side? Thank you for the help!
Mapping rules are on p 28. I would just expand to another piece of paper
YOu can forfeit your attack to move one piece of equipment, so you could take out your bow or sword if you forfeit your attack. I fixed the issue with the poor weapon selection at the beginning of the game by allowing myself to visit the shop once before delving into the dungeon, allowing me to sell the weapon that may not fit with the character but limiting me to the gold I get from the sale to buy the new weapon.
Vinyl Rabbit Great idea! I will try to remember this the next time I take this out.
That was going to be my suggestion. Simply "allow" yourself to sell the random starting weapon before you get stuck trudging through a dungeon unprepared for encounters.
Still, I really do enjoy the videos you have put together for the solo adventurer, or the solitaire adventurer. Thank you for doing this.
MrKenpoKarateGuy Thanks so much! (And good suggestion!)
Your longbow is in the wrong place it goes in main weapon slot and is 2 handed so you can't use your shield, because it take up both main hand and off hand weapon slot, your hand slot which you have the bow in is for hand armor.
Have just ordered this so looking forward to playing after seeing this, minus the rats of course! :)
Hah! I hope you enjoy the game! It's great.
8:32 do you ever find yourself repeating "Redrum! Redrum!" in a maniacal voice (and with a long "u" sound) while drawing red rooms?
I've been playing, but not sure if I'm doing every thing correctly.
Thanks for the vid!
No prob. :)
That is the unnoficial name of this game.. "I've been playing, but..."
What's the dungeon map you have in your video?
Huy Tran It came in the back of the d&d 3.5 DMs Guide.
Oh wow, gotcha--thanks! It looks really nice.
Huy Tran Thanks. I agree :) I didn’t even realize it was in the book till I got the book home. A big bonus. The other side also has a battle map (in white). I’m sure I will show it in some other vid in the future.
I'm guessing you could simply use the random dungeon tables for the basic setting and dungeon crawl, but use any RPG rules for the characters and combat?
Dave Lanciani Yep, you could certainly do that. You could also bring in your own treasures etc
7:15 it looks exceedingly tedious to draw out irregularly-shaped rooms like that. Four Against Darkness (which you mentioned in your last d100 video that you haven't yet played) uses more conventional grid-based shapes, which are (of course) much easier to work with. i guess it would be easy enough to replace all of those silly cave outlines with your own square-based elements, but it would be tedious to do so.
i am a bit surprised that that table survived the playtest stage - it seems like something only a hard-core dungeon mapper fanatic would want to do.
Actually, I really enjoy that aspect of this so to each their own I suppose. You could easily abandon the images suggested and simply keep the room type (clear, encounter, geomorphic, quest room) and the things like exit orientation, doors, etc. and make everything square.
D100 dungeon is grid based you can create your dungeon on grid paper that is how they tell you to do it in the book.
I don't find it tedious, in fact it is part of the fun of D100. Makes it your own.
I like mapping , i was already musing on actually going even more crazy and make simple little models from foam core board of each room, and make tiles to set down. Lol
I actually had a pretty boring combat with zombies and the one remaining zombie decided to escape... Well, I got in one last attack and rolled under “10” on my DEX, finished off the last zombie and added TWO pips to my DEX track! ( I’m “attuned” to it...) The battle suddenly got interesting and when I searched the room, I used a Potion of Lesser Fate to find a piece of Legendary armor!!
Nice!! Lucky too. I would love to see a bit more done w/the combat system here to enliven/shorten it.
8:15 i take that back: "exceedingly tedious" was a huge understatement :|.
After watching your vids, I hit the buttin and bought the book. Also there is a free roleplaying system called Open Legend....I am working on a way to make it solo. You might want to research that one....Can be used for any genre.
3dcarrarafreak Thanks for the tip. I’ve never heard of Open Legend but I will check into it. Hope you enjoy d100. I may have another vid on the system coming up
I'm not sure you are doing combat correctly, or perhaps I am wrong. In a pack situation (i.e. rats), while their total HP is 7, and you scored 10, I believe you only kill 1 at a time. With your bow, (1 shot), you can't hit all three with 1 arrow, just like it would be hard to hit all three on the back simultaneously with a melee weapon. So, you kill 1 of the pack, leaving 2 left. Your next round, the AV is reduced by 5, since there are now two. Combat continues.
Also, I'm unsure if you have updated/adjusted your base points in regards to racial skills, hero path, etc. Looking at your character sheet, you are using base skills of 30, 50, 40. Look at tables H & R and make adjustments both +/-, unless you have them written elsewhere.
This also grants you additional skills....it looks like you only have 2 listed (agility & locks), so I think you are short changing yourself. Your Hero path grants you 2, Racial 1, and you get a choice of 2 more...at least in v3.0. For sure, the Combat Track rewards are different in v3.0.
Actually the way you are doing combat is the way 4 in darkness does pack combat. In D100 you actually do kill monsters equivalent to the amount of damage you dish out. The pack only effects the AV of the encounter if you don't manage to kill enough of them to take out the group. So if you had a 3/2/2 monster pack if you did 7 HP of damage you kill the pack, if you did 5 points of damage the first two parts of the pack would be killed leaving the last one. 0/0/2. You have to imagine that a pack is fighting as one monster so youre attacks do to, you are not giving each part of the pack an attack like they were individual creatures so why should you delve damage to them as if they were.
Your attack and the monsters attack are not just one attack, even though you roll it as such. Think of it as a quick back and forth where you might fire off 3 arrows, not just one and the location hit was just the spot that did the most damage. The damage gets spread across all the monsters in the pack, starting with the first.
The pack attacks as one even though they are more than one.
In my mind it plays out like a little montage in a movie... a five second back and forth battle.