Hey guys, just like the thread title says. I could use some help and Community input for this idea to take off and make workable. I have some idea's already but this is the gist of it. I talked to Jason Tanner, Aka NickName, a while back. He gave me the go ahead to use his Solo Play idea and modify it a little to make some Solo play Scenarios of my own. The scenario he made which is really cool is called
Peril in the Kailion Caves. For those who haven't seen it, it was published on the WotC site. It pits a Non-Unique squad of Jedi against a random squad of Monsters that all have the Savage Special ability. There are random dice tables to roll for movement and attack for the Savage Monster squad.
The old Dantooine Base site had it posted on there for people to read, but sadly the site is down. What I'll do is post the specifics I'm starting with, and go from there. What I would like to do is modify Jason's idea's a little and get a workable Solo Rule Set going. I realize some Scenario's will probably need their own specific rules in that a Squad of Stormtroopers aren't going to randomly Roam around the map. Maybe each Scenario has slight modifiers to it, but I don't want to get too ahead of myself.
So here is what Jason has:
InitiativeThe player rolls a die for initiative. On a roll of 1 to 10, the creatures go first. On a roll of 11 to 20, the player goes
first. (If available, Recon, Anticipation, or other effects may be applied to the roll normally.)
Special Scenario RulesThe placement, movement, and attacks of creatures are controlled by a number of special rules that simulate
random encounters in the caves.
Creature ActivationsThe player alternates between his phase and the creatures' phase as normal. The creatures' moves and attacks
are randomized using the Attack Table and Move Table below.
First, determine which creature will move next. The creature that can do the most potential damage will activate.
If creatures are tied, the one with the fewest remaining Hit Points will activate. If they're still tied, the lowest-cost
creature will activate. And if they're still tied, choose randomly.
For example, a Gundark adjacent to an enemy can potentially do 40 damage with its Quadruple Attack.
Therefore, it would move before an Acklay that is 6 squares from an enemy and can do
only 20 damage (even though it could do more damage when adjacent with its Triple
Attack). The Acklay, in turn, would move before a Nexu that is 18 squares away and can't
attack at all.
Once a creature is selected, determine if it is within its speed of any character in the
player's squad and has the opportunity to attack.
If the creature meets that condition, roll a d20 on the Attack Table below.
If the creature does not meet that condition, roll a d20 on the Move Table below. If the
creature is more than double its speed from any of the player's characters, add 4 to the
roll.
Rules for AttackingCreatures will attack before moving if the option is available. They will not move at all if it would mean giving up
an attack of opportunity (barring a roll that explicitly requires them to do so). If multiple enemies meet the
requirements to be attacked, always attack the lowest-cost living enemy. If multiple enemies have the same cost,
choose randomly.
Rules for MovingCreatures will stop if they become adjacent to an enemy; they will not give up attacks of opportunity. They will
generally move around any obstacles that block their path, attempting to end as close as possible to their target
space (either an enemy, or, when roaming, the farthest square they could reach in the desired direction if nothing
blocked their path).
Other RulesCreatures ignore doors.
Creatures ignore the restrictions of Savage, using the various tables in place of that ability.
If a roll results in an impossible action, such as attacking a friendly creature when there are no other creatures on
the map, select the previous action on the table instead.
ATTACK TABLERoll Attack
1 Rage: Reroll, but give up attacks of opportunity if required to perform the action.
2-5 Savage: Attack nearest enemy.
6-8 Fear: Attack enemy within reach with highest point cost.
9-10 Bloodlust: Attack nearest wounded enemy.
11-
12 Vicious: Attack enemy within reach with fewest hit points remaining.
13 Reposition: Attack an enemy from a space as far as possible from the current space.
14-
16 Hunt: Attack nearest living enemy.
17 Curiosity: Attack nearest non-living enemy.
18 Territorial: Attack nearest friendly creature.
19-20
Roam slowly: Roll on the Roam Diagram below to move normal speed in a random direction (even if
doing so results in not attacking).
MOVE TABLEROAM DIAGRAM
Roll Move
1 Rage: Reroll, but give up attacks of opportunity if required to perform the action.
2-6 Savage: Move double speed toward nearest enemy.
7-10 Hunt: Move normal speed toward nearest living enemy.
11 Distraction: Move double speed toward nearest enemy in line of sight.
12 Curiosity: Move double speed toward nearest non-living enemy.
13 Cower: Move normal speed away from nearest enemy in line of sight.
14 Herd: Move double speed toward nearest creature.
15-19 Roam slowly: Roll on the Roam Diagram below to move normal speed in a random direction.
20 Roam quickly: Roll on the Roam Diagram below to move double speed in a random direction.
The Roam diagram looks like this. Roam being the square the Savage Creature currently occupies. And the numbers being the direction the Creature decides to take.
1-2 3-5 6-7
18-20 Roam 8-10
16-17 13-15 11-12
So this is my basic starting point. Anyway, let me know what you guys think and I can go from there.