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The Fabled 2-Player D&D Game

Creating the Group

One of the best things about D&D is getting a group of friend together to enjoy a fun story-telling experience. The camaraderie, the laughs, the roleplay and the extended relationship that last outside of the table. But there are times where maybe not everyone can get together or maybe the group dynamic changed – life does happen and you just gotta roll with it. Sometimes players go because of different things happening in their lives or even if the group doesn’t mesh well. Either way, a relationship is formed and continues.

Now the great trait about D&D can sometimes be a let down for others. The classic idea of just playing with your spouse, a close friend, or a sibling and that’s all you got to play with. Often veteran RPG players will tell you to play something besides D&D such as Dungeon World or other games out there (I think there is one called like Lady Blackbird or something?). But you already have all these D&D books and know the system fairly well so… you aren’t feeling it. But again you’re told:

”D&D doesn’t work with 2 players.”

”It can be done but you got to go Gestalt.”

”Sounds boring.”

And many other things.

Well what if I told you there was a way to play it… and it’s been right there in the DMG the whole time! And even more so – you can make it feel like a video game for maybe a nervous spouse who wants to help you play but doesn’t get the game or a best friend who thinks it sounds weird.

Playing it Up!

In the DMG’s beginning chapters there is a big list on “Flavors of Fantasy”. A lot of these don’t even sound like Fantasy but more just story types. But Epic Fantasy, or in a later section Heroic Fantasy can fit the 2-player (DM & 1PC) dynamic near perfectly.

Just like good ole Skyrim, a lone Dragonborn against the threats of Dragons, bandits, Daedra, Guilds, and everything else – the Dragonborn is a hero in a big Fantasy setting. You can create this same feeling, pretty easily in D&D by following some alternate rules that establish in the DMG.

Being that battle is the main thing that most people seem to think is the hardest part to deal with in 2-Player D&D, these rules will focus on that section. Oddly enough, some of these rules can go into Roleplay ideas as well, or even skill checks.

Hero Points

Hero Points are something a player gets at the very beginning of session. Start at level 1 they get 5 Hero Points and after that they get an additional amount equal to ½ their level rounded up or down. So a level 3 PC would get 6-7 hero points at the start of a session.

Hero Points allow a player, before the result of a roll happens for a ability check or save to spend 1 Hero point to add 1d6 to their roll. This simple bit can be adjusted as the PC levels up as well. For instance you could make it:

Level 1-6 = 1d6

Level 7-12 = 1d8

Level 13-18 = 1d10

Level 19-Up = 1d12

Or any other way you’d like to tweak it. This little addition to rolls can greatly affect a solo hero’s journey. The difference between rolling out of an attack, sneaking past a guard, or even persuading a prince for a dance. Letting the Player be able to choose when to apply the Hero Point as well helps create a more tense situation in that the Player never knows what could be coming but if they really want to try and get something, even if the PC is not good at it, they still could potentially make it through Heroic Will!

Heroic Fantasy

Continuing the idea of a Hero – Heroic Fantasy is a way the DMG can set up Short and Long Rests. In this mode a Short Rest is 5-10 minutes and a long rest is up to 1 hour. This instantly creates a feeling of a strong and powerful hero that cannot be stopped. But it still gives in the reality of situation – for instance spending up to 1 hour in a dungeon room could be dangerous but if the PC plans to make the area a bit safer or even hides out while recharging they could be fine while enemies pass by.

These rests are slightly changed too. A short rest you can still roll hit die to heal up but also you could have magic users get back ½ their spell slots for anything under a certain level spell. Also in short rests you can roll hit die but you still get back ½ hit die. Long rests could fully heal you up and also get back all spells slots as well as all hit die.

Of course, you could tweak this as need be but the idea for these rest is to help a PC continue to journey on their own.

Healing Surges, Bonus Actions and Reactions

Healing surges mid battle could help a lone PC keep going in the face of danger. Allowing a character to potentially heal by rolling hit die mid battle could get rid of the need to have a healer. Stronger healing magic could always be used later as the PC gets stronger but having the ability to healing surge could really help.

With the idea of Healing Surges you could work some unique life-threatening situation. Say a PC gets hit and brought down to 0 hit points. You could let them use a Reaction to Healing Surge. Or, I like the idea of them making a “Death Save Throw” at that moment to see if they can get a Healing Surge in, fighting against the threat of falling unconscious.

As for Bonus actions – let PCs use Healing Potions as Bonus Actions. Swigging a potion mid battle could see silly but maybe change how a potion works. Maybe it’s like a shot worth of liquid or even something they can just “smash” on themselves and the liquid heals them.

All of these can be tweaked a little bit by the DM a bit to make sure the PC isn’t threatened at all but also gives them changes to survive longer.

Legendary Hero

Sometimes a Hero is outnumbered. Well probably more often than not they will be. Just like a Legendary Dragon can do things on other PC’s turns, why can’t our lone Hero be just as quick? Honestly, this could really make battle feel tense, fast, and very active! With the PC having their own regular turn but also being able to potentially “Move ½ movement”, “Parry an Attack”, or even “Can Melee attack anyone who melee attacks you.” Can easily level the playing field and make the speed of battle be much more back and forth.

Again, the DM would really have to work with the Player to get an idea and flow, but that’s what D&D is all about. Taking the guides and learning to adapt.

Be a DM Hero!

These alternate rules used for normal games could be just as fun, but when you apply them to a potential 1 Player/1 DM game it really amps up the possibilities. There are always going to be “what-if’s” and potential tweak playing a game like this but putting more yet simple power into a lone player can make the 2-Player D&D game work.

The idea is to make them feel heroic. If you can only get one person there to play with when you wanted, well, maybe they are your hero! Let them have fun. Let them play with battles and be a beast! In roleplay or skill checks, give them a chance with the Hero Points. Don’t let rest slow you down – make these hero’s move quick and strong.

Submitted February 08, 2018 at 08:54AM by blueyelie
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