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Updated ToC
I finished the Fighter Stratagems few days ago, forgot to update.
Also added Quick Play section to the top.
Scrambled the PHASE 1's order a bit to make it more beginner friendly.
I'm planning to add a Let's Practice section at the end of PHASE 1 for beginners to understand solo concepts to find synergies easily.
Next most votes are the arcane casters.
Gonna start with Wizard to have my new templates, then go on to Sorcerer, skipping Warlock for the next most votes. Rogue.
Note that these will also be the order I'll base my additional articles for extra stuff.
Also I noticed that the module I uploaded is very old and missing first drafts of some topics.
New module will be cleaner and more concentrated.
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I decided to take a short break from the combat guide for an article about things you can do for free in fgu.
It's not gonna take long and and will give me more motivation to come back to it.
I hope there is no inconvenience in it, as I thought it would help budget players to still enjoy our lovely vtt.
I assume I shouldn't post it in the blogs so it will be a steam guide.
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NEW STEAM GUIDE: What Can You Do For Free?
https://steamcommunity.com/sharedfil...?id=3634708338
Since FGVTT went free some days ago, people were asking what can be done with it for completely free? So I decided to write a guide for newcomers to enjoy the vtt by either not paying a single dime or only spending $1 on The Forge.
Of course, you can't have the luxury of having entire official modules and the extensive automation they provide, but you can do a lot of things with it; ranging from running free encounters and one-shots, to worldbuilding and map prep, to solo play...
This guide is my New Year gift to the lovely community.
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GOOD NEWS!!
I dont know how but our wizards here literally came back with my revived PC! :)
I can return back to the guide in big screen and work with images now!
https://imgflip.com/memesearch?q=its+alive!!
Will start Wizard build options today.
Also, I was cooking some other things behind the scenes.
Making lists of all the solo resources I can gather and compare their compatibility with FGU.
Finding ways to pseudo-implement them if there is no support...
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2 Attachment(s)
My PC died again and this time it reduced to 16 GB of RAM for one stick was the problem.
But I didn't stay idle and I have good progress to share now.
DONE IN COMBAT GUIDE.MD:
From now on, I wont use the Blog so I will open a new thread in the forums for each new topic and INDEX them here.
Updated ToC
* Solo Tier Lists for 2014 DnD 5E: S+, S, A Only. Races, Classes, Subclasses, Feats, Items, Spells.
* Wizard Build Options: 1 - Solo Optimization Principles for Wizards / Necros. And my go-to Bladesinger gish build [EDIT: The build is for the Build Thread, not combat guide. Waiting for NotebookLM credit to reset to turn it into slide show].
* EDIT: My Own Combat AI based on Monsters Know & The Solo Adventurer's Toolbox 1 / 2. It is streamlined.
* EDIT 2: Using Mythic GM Emulator v2 in Combat.
I'm still working with all my sources for the Wizard / Sorc build options and stratagems and the BEST NEWS is that, now I can turn them into info-graphics with NotebookLM.
Here's a sneak peak:
https://www.fantasygrounds.com/forum...1&d=1768517438
https://www.fantasygrounds.com/forum...1&d=1768517451
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Ok, you know what, forget my builds.
I kinda found a way to turn optimized solo builds into thematically sound solo machines WITH PERSONALITY directly taken from the mechanics!
Core Frameworks for Balance
• The Stormwind Fallacy (Reddit/Stack Exchange): These sources argue that optimization and roleplaying exist on independent axes. You can build a powerful character while still exploring a complex personality; in fact, a mechanically effective character often enhances roleplaying by allowing you to contribute meaningfully to the story rather than struggling as "dead weight".
• My Hack & Slash Meets Immersive Storytelling Article: This source proposes a Synthesis Table that explicitly pairs "Optimizing" with "Storytelling". It suggests treating every part of your character sheet—from ability scores to leveling up—as a narrative element. For example, a level-up isn't just a stats bump, but a reflection of a specific "trial" your character survived.
• The Architecture of Identity: This analysis views character creation as a synthesis of mathematical optimization and creative writing. It highlights games like Baldur's Gate 3 (which uses 5e rules) as examples where background-derived skills and physical traits are integrated directly into identity performance.
Here's my Hack 'n Slash Meets Storytelling in concept form:
Synthesis Table Only (more is in the combat guide)
No need to separate all these into different player categories for these are the things we all do when playing RPGs.
| Hack 'n Slash | meets ------| Immersion |
| ------------- | --------------- | ------------ |
| Optimizing -| Exploring -----| Acting -----|
| ------------- | Instigating ---| ------------ |
| Fighting ----| Prblm Solving | Storytelling |
Hint: Take a player style from Dungeon Master's Guide in any column and match it with another style you like. For example, Problem Solving -> Fighting.
All parts of your character sheet can be a story element: "Level 1 monk survives alone in a dungeon for a trial to find his inner Ki."
This way, leveling up to lvl 2 becomes more motivational. You can translate this into your own class's ability scores, traits.
I want to combine these approaches with my mechanical synergies to give my builds a personality from the get-go!
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NEW THREAD SERIES: SOLO BUILDS FOR THE COMBAT GUIDE.
Our first Solo Build The Unraveler [Chronurgy Wizard] has come to teach you how to merge Tactical Gameplay with Narrative Storytelling.
Beginner Fighter Build [Half-Orc Champion] will follow later.
- INDEX PAGE UPDATED.
- Combat Guide's Note is changed in Deep Dive.
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ADDED into 3 Pillars: Putting the RP Back into Solo RPGs
This is my expanded method for RPing 2+ characters in solo games but you'll need TSAT 1 for that.
It can be used in any setting or sessionh where Social Interaction is the focus.
EDIT: I will revise and streamline it later...
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INDEX PAGE UPDATED.
ADDED: NEW MAIN TOPIC: Principles for Creating Solo-Viable Builds.
I thought it was taking too long for me to make and post the builds, so here are the principles and the method so that you can create your own solo-builds.
These principles are also useful for group play as your character will be self-sufficient and capable against multiple situations.
NOTE: Later on, I will add Progression Tips to the thread.
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NEW BUILDS ADDED TO THE 5E SOLO BUILDS THREAD BASED ON THE Principles for Creating Solo-Viable Builds.
1 - Solo Fighter Builds
001. Beginner Soloist's Half-Orc Champion: Level 3 [Gorok] from the new Combat Guide. PDF.
2 - Solo Wizard Builds
PDFs.
00x. Build Framework: Wizard's Stratagem [Bladesinging Spotlight].
00x. Bladesinging Build: Part I.
3 - EDIT: The Unraveler: Chronurgy Wizard PDF Form.