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7/14/2025, 6:09:26 AM
>>96084576
Often damage is the big one. I like scarlet hero's duel (or I geus three) subsystems to make osr solo more survivable
>1. damage reduction
there is a chart that reduces all incomming damage by a flat amount to a max of 4 per die
>2. Option to take damage instead of a stat effect/specific fate
the specific name for it is "defy death" but really its a neat system that allows you to take ever scaling damage instead of failing a check instead of being burned or charmed or paralyzed or something. at first its 1d4 per level (factoring in the above damage reduction), then the next use is 1d6, then 8, etc until d12. So basicly your health penalties become higher and higher as you negate differrent fates.
>3. extra attacks on lesser enemies
called the frey die in the system, any enemy with hit dice equal or less then yours canbe hit with a free attack determined by your class, allowing you to dispatch mooks more easily like if you were in a party, while retaining the more even footing with the bigger bad guys.
the three circles are the big solo specific additions.
Often damage is the big one. I like scarlet hero's duel (or I geus three) subsystems to make osr solo more survivable
>1. damage reduction
there is a chart that reduces all incomming damage by a flat amount to a max of 4 per die
>2. Option to take damage instead of a stat effect/specific fate
the specific name for it is "defy death" but really its a neat system that allows you to take ever scaling damage instead of failing a check instead of being burned or charmed or paralyzed or something. at first its 1d4 per level (factoring in the above damage reduction), then the next use is 1d6, then 8, etc until d12. So basicly your health penalties become higher and higher as you negate differrent fates.
>3. extra attacks on lesser enemies
called the frey die in the system, any enemy with hit dice equal or less then yours canbe hit with a free attack determined by your class, allowing you to dispatch mooks more easily like if you were in a party, while retaining the more even footing with the bigger bad guys.
the three circles are the big solo specific additions.
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