This is going to be included in the Optional Rules section of Solar Blades & Cosmic Spells book. It's intended to simulate the style of stories of pulp heroes facing many challanges that would certainly spell doom to the more avarage adventure. Since I've seen a few people trying to play SS&SS as a Solo Game, I thought I would give it a try to provide some Optional Rules to make it a bit easier. I will post the Daring Points rule tomorrow to complement this reading.
This game is designed to be played with a group of about 3 to 6 players and a Overlord. The rules assume there will be a group of multiple characters which will try to accomplish things together. Each member having their strong points who are complemented by the other characters’ abilities. But that is not always the case in the fiction that inspires the game, and that is not always the case in the game tables either. Sometimes, the Overlord will have just 1 or 2 players available, and they will need to cope with some challenging situations.
Thus, to make game play more heroic and to allow solo game play, the Overlord can modify the game rules in the following ways:
- Most Opponents have a number of Vitality points equal to their HD. Some Opponents, however, may have 2 or 3 Vitality points per HD, depending on their importance and competence. Truly powerful enemies will have their Vitality points rolled normally.
- Combat is ran a bit more abstractly. Characters can divide the damage inflicted by their attacks amongst any Opponents with a HD equal to or lower than the Difficulty of their attack roll, as long as they are within the range of their attacks or powers.
- Most Opponents inflict a fixed amount of damage equal to their number of HD. Only the most important and powerful enemies inflict the damage according to the Standard Damage table.
- It’s recommended that you use the Daring Points optional rule described earlier, and give characters an amount of Daring Points equal to their Level at the beginning of each adventure.
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