Fixing Tedious Combat in Solo RPGs

Daniel (@dungeondive) tackles his least favourite part of sitting down to a solo RPG: combat that grinds into tedium — miss, miss, hit for one damage, and a stat block with thirty HP still to whittle down. This is a house-rules brainstorm, and an invitation for viewers to share their own fixes.

He runs through several approaches. Maximum tactics — leaning all the way into positioning, cover and elevation — he acknowledges but admits isn’t for him. Scaling HP (a nod to D&D 4E’s one-HP minions and to Scarlet Heroes’ hit-dice-as-hit-points trick) tiers enemies into minions, lieutenants and bosses so fights don’t drag. Strong/weak/miss moves borrowed from Ironsworn and Mörk Borg’s Solitary Defilement — roll two d20s, always apply some damage — keep heroes feeling heroic. A damage chart rolled on a single die (again Scarlet Heroes, plus its ever-hitting “fray die”) guarantees progress each turn.

His own favourite: narrative combat simulation via a dice pool — hero die plus bonus dice versus the enemies’ dice, highest die wins, outcome narrated rather than tracked to zero (and no character death unless that’s the story). He ties it to lessons from his in-progress game, A Land in Peril, and a new interest in Pulp Alley.


Daniel would rather narrate a single decisive clash than tick an enemy down from 30 HP. When solo RPG combat turns tedious for you, do you house-rule it faster — or lean in and make it more tactical?

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Savage Worlds is probably my favourite system, and it has great tools to handle this. First, most enemies are ‘Extras’ who only need one solid hit to take them out. Even Wild Card enemies only need four wounds to be incapacitated (they can still be tough opponents by having a higher toughness or armour).

Additionally, there is a sub-system called Quick Encounters, which can include Dangerous Quick Encounters. In these, the PCs should always succeed, but the question is more a case of ‘at what cost’? So this is a system where you can quickly add some grit into your game without having to go full-on combat if that isn’t something that interests you.

Fun fact - the system was invented on-the-fly by the creator Shane Hensley when he was invited to do a demo game at a convention in Spain or Italy (I forget the specifics on that part). Expecting the usual four hour convention slot he prepared an adventure, but when he got to the convention he learned that he actually only had a series of 30 minute slots with each group. Rather than just playing part of the adventure he created the Quick Encounter mechanic so that they could get through the whole adventure in just the 30 minutes they had.

The players really enjoyed it so the rules were formalised and brought into the core rules.

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