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Solo Combat Strategy Guide Part I

Rating: 2 votes, 3.00 average.
What ruleset does a kid use for combat when colliding two action figures? I don't know the answer but let me try to shed light on my strategy of Playing Chess against Myself.

Meta-Game

I briefly explained what meta game is in How to Play Published Adventures. This is the biggest immersion breaker in Solo Combat, maybe even more than RPing alone because being both GM and Player feels like cheating to some.

As a solution, I see myself as the Dominus of an Arena while in combat. Whatever battle map I'm in, as the GM, I see these tokens as combatants who have to survive in my arena. When I play my PC, of course I'm -the Player- biased towards them. But as the Arena Master, I have an obligation to gain profit to maintain my arena. So I -the GM- also have a reason to bias towards the monsters, because without them there is no battle. And from their battle comes profit: fun! When you let the dice tell the outcome, it's not cheating at all. What would this monster do? is the question.

Lack of Group Dynamics

Danger level is higher: Mitigate it through the system & go easy on yourself with Oracle.

Give your PC an edge; higher starting level, 3 reroll chances, plot armor.
OR Play 2+ PCs; Pick your sidekick from support classes.
OR One Man Army; Start as multiclass. 1 Damage Dealer + 1 Support class.
Think like a Soloist; Use what you have when you have it. Where there is no solution, create one.
Think like a Solo Adventurer; Search your options pre-session. Play cautiously. Only work enough to get gold for a hireling. Then use the hireling to get more gold for better assets. Work your way through the ranks by exercising strategy and tactics, not just for combat but also for character development. Know your class before the session and learn about the enemies in the session.

Action Economy

It's basically a measurement for how much a creature can accomplish within a single turn.
In 5th edition what we have in a turn is:

  • movement
  • an action
  • a bonus action
  • and a reaction

For Soloing purposes, we tend to choose classes that maximize their action economy to make impactful use of each of our actions in productive ways that not just enable us to survive but also clear maps.

5th Edition system jams the vast majority of options into the 'action' slot. In order to overcome the action budgeting obstacle while playing with only 1 PC, we can use "2nd action or Special Action" variant rule that applies only to the PC. Pick one or the other.

2nd Action: You can weapon attack if you didn't attack in your current turn, after you used your action for a non-attack action. OR you can use a non-attack basic action if you attacked in your current turn. Use one or the other.

Special Action: Aside from action / bonus / reaction, you add yourself a special action, such as a panic button in MMO's (i.e self heal) and use it once per long rest.

NOTE: Dungeon Oracle by Paul Bimler has 1-2 PC Conversion Table that takes action economy into account and gives you a level chart for Solo Mode if you want to play adventures that is balanced for 4 x Level ? PCs.

Context of the Enemy

I was already using context in terms of combat as well as story but I recently found a better description of it.
Context is the meaning and significance that surrounds the encounter, and we can break this down into objectives, considerations and story.

OBJECTIVES: Not all combat encounters feature two sides fighting to the death, where the only goal is to win/survive. Giving your monsters (or the adventurers!) a reason to fight AND a goal to achieve beyond mindless violence will bring your encounters to life and create suspense that doesn’t depend solely on which side can deal damage the fastest.

CONSIDERATIONS: These are essentially problems for the party and/or the monsters. They might be a ticking clock hanging over the encounter – an erupting volcano, rising water levels, collapsing lair – for example, or they might be restrictions dictated by the heroes’ moral code.

STORY: When I say ‘story’ I want you to think of the narrative importance of the combat encounter you’re creating.
by Duncan. Source: https://www.hipstersanddragons.com/d...unters-advice/

We will create these on the spot from random rolls, or make them up as we please. I will add examples to this part in module version.

Strategy & Tactics

My space isn't enough to describe the theory but I can break it down to 2 practical questions to be answered in combat:

Strategy: What do your PCs want to do?
Tactics: How exactly do they achieve it?

I took most of the rest from Matt Colville's youtube channel.

Basic Strategy

* Movement & Range
  • Don't deploy your villains too close to the heroes (unless they ambush)
  • 30 feet = most races' movement range
  • Split Movement & Fire: Move - Fire (ranged) - Go back to cover
  • Use large creatures/enemies as cover (especially good for artillery)

* Infantry deployment: As far as possible to avoid AOE & as close as possible so enemies can't run pass them: 15 feet is the magic number.

Check comments for more strat & tactics.

Enemy Categories

1. Patrols

Small group of minions.
Composed of the same type.
Highly mobile, easy to hit, do medium damage.
Hook: Patrol Puzzle.
Challenge: Observe the patrol pattern and strategize around it.
Failure: The patrol sounds the alarm.
Mid ground: They investigate.

Resource: Patrol Duty: https://forge.fantasygrounds.com/shop/items/1811/view
But I can't think of a way to make it Solo Friendly, yet. Except RP and suspension of disbelief.


2. Scouts

Mixed monsters (2 goblins = damage & direwolf = utility)
Stealthy, Hard to see or catch
Job: Alert the patrols to catch the heroes.
Hook: Chase. Can we stop the scouts before they inform their boss

3. Guards

Job: They stand on place and guard somewhere.
Hook: Either use trickery, combat or social skill to lure them out before they are suspicious.
Failure: They alert the room behind them. Only then, the word goes to the boss gradually.

Enemy Types

1. Infantry

Mid mobility. Gets into melee range. High AC but don't do a lot of damage.
Mid HP.
Goal: Engage the heroes and protect the squishier monsters in the back.

2. Brute

Low mobility & High dmg, mostly melee
Low AC, High HP
Goal: Same as glass cannon. To be kited
Both brute and glass cannon at the same encounter is probably redundant.

3. Artillery / Glass Cannon

Archer, Bombers, Sorcerer
Low/Mid mobility. Low HP / AC
Mid-high dmg, but they can do that dmg to anyone they want.
Goal: REMOVE the problem hero. Take out the unconscious / Push heroes out of the range of supporting effects
Many mobs that do little dmg OR 1 mob that does high dmg (sorc, wiz, shaman, necro)
Range of more than 30 feet

4. Skirmisher

Can use mounts
Average in everything except mobility
Goal: Uses mobility tactically to select targets to harass. Tries to do most damage before getting reached. Disengages when threatened

5. Ambusher

Mostly Solo creatures.
Goal: Prefer to surprise or ambush.
Can come out of underground, behind trees, etc.
They remove themselves from getting hit after battle starts and look for opportunities.

6. Controller

Goal: Forces enemies into disadvantage.
M.O: Move enemies around, Control the battlefield itself.
i.e: hold person, charm, thunderwave, stun, entangle, etc.

7. BOSS

Many different abilities. More than 1 of above types combined.
High AC, High HP, Resistance, Needs to survive whole party
Acts on the players turns (legendary reactions) - makes encounters special

Attacks: Various. Solves multiple problems
Ranged + Melee,
Melee + Spell,
Ranged + Spell,

Boss type challenges combat roles (brute, glass cannon, etc

Combat Tables

If your immersion breaks because of playing both your PC and the monsters, simple combat tables can help you distance yourself from the monsters by thinking them as separate AI entities. These tables are barebones but they're still a good starter.

Want to Randomize?

YES: Feels more natural but unpredictable and sometimes erratic
NO: Pick from the tables & Use manual strategy depending on creature type / nature

d8 Targeting d8 Combat Roles d6 Variations d6 Combat Actions
1. Frontline
2. Rear
3. Closest
4. Farthest
5. Strongest
6. Weakest
7. Melee
8. Ranged
1. Infantry
2. Brute
3. Artillery
4. Skirmisher
5. Ambusher
6. Controller
7. Ally
8. Mini / BOSS
1. Standard
2. Minion
3. Elite
4. Horde / AOE
5. Solo
6. Mindless
1. Attack Main Weapon
2. Attack Secondary W
3. Move + Attack
4. Move Attack + Move
5. Ability / Defensive
6. Disengage / Flee

Alt 3. Move + Use Item

Consequences


Don't just think about your combatants' actions but also consider those actions' CONSEQUENCES. Especially in the context of their surroundings not just in present time but also in future. You can learn new things as you think it through after you made an action and saw its effect.

Who Wins the Battle?

You -the Player. If you had fun that's a win. If you've learned anything new that's even better!

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Updated December 1st, 2024 at 07:28 by Tempered7

Categories
Solo Play with FGU

Comments

  1. Tempered7's Avatar
    I am thinking about this subject a lot since I started writing it and the most important KEY to Solo Combat is simply playing all the combatants according to their nature. Let me tell you why:

    Whatever random combat AI tables or tactics - counter tactics tables you use, it'll all end up feel like you playing chess against yourself. Best way to retain immersion is twofold:

    1) The nature of each creature -including your PC- IS the anchor for immersion. Therefore, it is needed to be understood, then applied.
    2) Suspension of disbelief is maintained as long as you play combat fairly. Which is tied to the nature of combatants indirectly.
  2. Tempered7's Avatar
    A certain hobbit: We've had 1 action, yes. But what about second action?

    2nd Action: You can attack if you didn't attack in current turn, after you used your action for non-attack action. OR you can use a non-attack basic action if you attacked in your current turn. Use one or the other.

    Let me clear one thing. This is only for "attack" as in weapon attack. Not attack spells, etc. Otherwise it would be too OP even for solo as there is no limit to it (long rest, etc).
    Updated September 20th, 2024 at 23:04 by Tempered7
  3. Tempered7's Avatar
    EDITED: I remixed the combat table to be easy to use. From left to right:
    d8 Targeting d8 Combat Roles d6 Variations d6 Combat Actions
  4. Tempered7's Avatar
    Basic Strategy

    * Movement & Range

    • Don't deploy your villains too close to the heroes (unless they ambush)
    * The reason for this is that if your enemies start first, they will reach to your heroes and you'll be in disadvantage.
    * If you start first, maybe you'll be in advantage but you will be too deep in the control zone of enemies as 1 PC. Be patient and let them come to you as you deal with them 1 by 1.
    * If you deploy your enemies & heroes more than max movement speed / 30 feet from each other, depending on who starts first, they have to enter into the zone of control of the other and expose themselves without being able to attack. Especially if they are not ranged/caster.

    Note: Solutions for this for each class will be different and be discussed in their own entry.
    Updated December 1st, 2024 at 02:19 by Tempered7
  5. Tempered7's Avatar
    Infantry deployment: As far as possible to avoid AOE & as close as possible so enemies can't run pass them: 15 feet is the magic number.
    As you can guess, the mechanics I couldn't fit to mention in the entry is "Attack of Opportunity." 2 melee infantry 15 feet from each other will not allow anyone to pass 5 feet (melee reach if not 2H reach weapon) from left, center & right.

    I should discuss about Control Zone of each class but I think there will be no space for it. I'll try though.
    Updated Today at 13:36 by Tempered7
  6. Tempered7's Avatar
    Basic Strategy (cont.)

    Ranged Deployment


    * Obviously, behind cover and as far as possible within normal range while covering their rear from attacks. But it depends on the range of weapons. Indicated in Properties row, the first number is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack rolls. You can’t attack a target beyond the weapon’s long range.

    Short Bow: 80 / 320 feet (or 25 / 97 meters).
    Long Bow (heavy): 150 / 600 ft (or 45 / 180 meters). Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. If encumbrance is not a problem, prefer heavy for its superior damage if your race is medium size.
    Crossbow, Light: Same as Short Bow.
    Crossbow, Heavy: 100 / 400 ft (or 30 / 120 meters).
    Sling: 30 / 120 ft (or 9 / 35 meters). If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

    Note: Numbers taken from 2014 core books.

    Arcane Caster Deployment

    * Behind any kind of damage soaker and/or cover, as far from enemies as possible within shortest spell range if threat level is manageable OR within longest effective (problem solving) spell range if threat level higher than you can handle.

    Full Spell List by Range: Skipped "self-only" range, https://www.dndbeyond.com/spells?page=8&sort=range
    Full Spell List by Range: Skipped self+range & ranged/touch. Starting from 5ft. https://www.dndbeyond.com/spells?page=19&sort=range
    Starting from more 60 ft: https://www.dndbeyond.com/spells?page=27&sort=range
    90 ft: https://www.dndbeyond.com/spells?page=35&sort=range
    100-120 ft: https://www.dndbeyond.com/spells?page=38&sort=range
    To Mars (150 ft): https://www.dndbeyond.com/spells?page=43&sort=range
    To infinity and beyond (300 ft, 1 mile): https://www.dndbeyond.com/spells?page=45&sort=range

    Infiltration Deployment

    * It depends; Behind enemy lines to deal with high priority targets in silence --with an escape route planned (Assassin). OR Within enemy ranks to overthrow the whole enemy group (Spy).

    Starting deployment place should always give you the element of surprise even if you start in front of enemies. Use Disengage action + Move + Cunning Action: Hide as bonus action. And following placements must be advantageous places to hide & strike from (i.e: high ground, enemy's rear).

    A sure way to keep your sneak attack always enabled is to use a creature that attacks your target in melee range as per sneak attack rules; unless you have disadvantage. Find a way to acquire such a creature in prep (henchman, summon, even other monsters via Deception). So alternatively, your next placement is next to the attacking creature in melee range. OR use ranged weapons until you can't (See Ranged Deployment).

    Note 1: Thrown Dagger Range is 20 / 60 ft. You can start your surprise turn by throwing a spare dagger / paralyzing dart (maybe to a secondary target) to benefit from sneak attack / CC before engaging in melee.

    Note 2: Ranged Weapons that can enable Sneak Atk are blowguns (25/100), daggers, darts (20/60), hand crossbows (30/120), heavy crossbows, light crossbows, longbows, nets (5/15), shortbows and slings.
    Updated December 1st, 2024 at 09:45 by Tempered7
  7. Tempered7's Avatar
    Basic Strategy (cont. #2)

    Movement

    • - ADVANCEMENT: Only move forward if there is no unmanageable threat where you'll be.
    • - Start by Split Movement & Fire: Move a bit (i.e: 15 of 30 ft) - Shoot (ranged) - Go back to cover.
    • - ENGAGEMENT: Move to a defensible position gradually instead of charging into enemies and lure them in small, controllable groups while covering yourself from ranged attacks. Or ideally, lure them 1 by 1 into a choke point and let them shoot their own friends. (You can do that, you are the GM!)
    • - If you are at open field, surrounded, use your Disengage Action instead of attacking to tactically reposition yourself in an opportune / dangerous time to prevent damage. Get out of range / switch to a weaker enemy / hide / or flee to fight another day.
    • - TACTICAL WITHDRAWAL: If you have to flee, don't do it by Dashing all the way back at once. If you have access to any utility / crowd control ways (smoke bombs, alchemist fire, invisibility potion, bag of sand), first Disengage if you're in melee, then find cover or use your full movement to get out of range if there is none. Use the CC items next turn to distract the ones that can reach & lock you in melee. Only then move back from cover to cover at length of your full movement with Dash Action. Because some spells & ranged weapon ammo can run farther than you.

    Range & Cover

    • - Calculate Range of ALL enemy Weapons before moving or acting & stand where you'll get least amount of threat while picking the highest priority target for engagement.
    • - To target something, one must have a clear path to it, so it can't be behind total cover.
    • - RULE: A target with **total cover** can't be targeted directly by an ATTACK or a SPELL, although some spells can reach such a target by including it in an area of effect (i.e: fireball but not all AoE spells). A target has total cover if it is completely concealed by an obstacle.
    • - Next best thing is covering 3 quarters of your PC's body for +5 bonus to AC and Dexterity saving throws. The cover might be a portcullis, an arrow slit, or a thick tree trunk.
    • - Or covering half of your PC's body for +2 bonus to AC and Dexterity saving throws.
    • - All these mean enemies bigger than you in size that are in between you and your attacker can also be used as a cover. Think in angles like a billiard player, based on weapon range to find where to stand.
    • - Use larger creatures as cover against casters, ranged attackers in melee engagement (especially good for artillery if the "cover" is enemy combatant).
    • - Don't forget Grapple Maneuver. It can be used to hold a monster with your left arm as cover towards its friends while you use 1H weapon as offense if you don't have a shield.
    • - Dead enemies or some items can also be used as cover against arrows, direct link spells, etc, if you can lift & hold / move them for a while (i.e: a barrel, a bookcase) to cover at least half of your body.
    Updated Today at 16:30 by Tempered7
  8. Tempered7's Avatar
    Basic Strategy (cont. #3)

    ## Zone of Control: Will be exclusive to the module when I finish it. It's too long.
    Updated Yesterday at 01:38 by Tempered7
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