I recently started “Keep on the Shadowfell” as a solo game with The Black Hack powering things. Here is the set-up:
The Black Hack house rules:
I use the following house rules:
Stats: I use only STR, DEX, INT and CHA. Stats are generated by rolling 3d6 to generate four numbers and those can be assigned as desired to the stats. Results below 8 are automatically raised to 8 (no adventurers with lower stats in my game, I mean...come on, as if someone with Dex 5 or Int 3 would go on an adventure).
Tests: Tests are successful if you roll equal to or below your stat but a natural 20 automatically fails. This seems more intuitive to me. I find it odd that if you have Cha 12 for example and you roll a 12 you fail, so I changed that.
Skills: I added a simple skill system (inspired by a post I read which was listed in Sophia Brandt’s Black Hack Section on her blog, but can’t remember which one): All classes get four skills except the thief, which gets six skills. A skill adds a +2 bonus to a tested stat if the task attempted is covered by the skill. I use the Pathfinder consolidated skill list. This allows me to generate characters of the same class with distinct flavors. In my game for example I have three fighters which are all different: A typical dwarven axe-wielder, a human duelist/fencer/swashbuckler and a female ranger. Skills combine with class features, so the thief with an Athletics skill gets +2 bonus to a stat and rolls with advantage when climbing a wall for example.
Hitpoints: All characters get maximum hp at first level.
Combat: All characters can choose to use either Str or Dex to defend in melee combat (you either parry/block or dodge) and characters wielding a “finesse” weapon (as defined in 5th Edition or the Weapon Finesse feat, e. g. rapier, dagger, short sword etc.) can choose to use either Str or Dex to attack in melee as well. Also, when you are engaged in melee combat you can’t move away freely, you have to make a disengage check (either Str or Dex using Athletics or Acrobatics) or suffer an opportunity attack.
The Cast:
Galgrim, Dwarf Fighter: Str 17, Dex 13, Int 8, Cha 8, Acrobatics, Athletics, Perception, Influence, gear: adventurer’s pack, chainmail (6 AP), dwarven waraxe, light crossbow
Vincent de Vega, Human Duelist (Fighter): Str 10, Dex 15, Int 11, Cha 13, Acrobatics, Athletics, Influence, Stealth, gear: adventurer’s pack, fine rapier, 2 daggers, flashy fancy cloths, small cape, wide brimmed hat
Reo, Human Thief: Str 8, Dex 15, Int 8, Cha 14, Acrobatics, Athletics, Influence, Finesse, Stealth, Perception, gear: adventurer’s pack, leather armor (4 AP), rapier, 10 darts, 2 daggers, thieves’ tools
Inara, Female Human Ranger (Fighter): Str 8, Dex 10, Int 10, Cha 8, Perception, Stealth, Survival, Athletics, gear: adventurer’s pack, leather armor (4 AP), two short swords (use the rule for two-handed weapons when dual-wielding and add +2 to the attack and damage roll when dual-wielding), longbow
I run the adventure pretty straightforward, using my solo tools whenever necessary. As usual I do it all with pen, paper and real dice. Here is the first session:







Cool!
ReplyDeleteAwesome!
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