*****please disregard the following, it IS pretty much like a Fantasy/Lonewolf book, but without pages, just hyperlinks leading to chapters/pages/sections. It's something I missed on my first skim*****
Does this play like a Fighting Fantasy or Lonewolf book?
I skimmed through the .pdfs and didn't notice the familiar format of a solo adventure. I played a demo on rpgbot (Google search it), and was expecting a similar thing with this book.
Does this play like a Fighting Fantasy or Lonewolf book?
I skimmed through the .pdfs and didn't notice the familiar format of a solo adventure. I played a demo on rpgbot (Google search it), and was expecting a similar thing with this book.
Regards
You very much have the wrong idea of this game. It's primarily co-op with a group, it's table-play (virtual/in-person) and is very different.
It's a Table-Top RPG that normally requires a DM and a player, ideally suited to a DM and 4 players.
Solo adventures do exist but are clunky, limited, not ideal D&D (which is freeform in nature and not suited for Choose-Your-Own-Adventure solo-plays or RPGbots) and not official either (for 5th edition at least, anyway).
As for playing a Death Knight (squire isn't an option) there is no specific class or anything. There are multiple ways to achieve the theme though - several, really, given that "death knight" was never a real thing and not defined in any real way. So how to achieve it depends on the type and kind of "Death Knight" you're specifically imagining.
I would recommend you read the Basic Rules. But ultimately the answer is "No."
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Just so you know OP, The Death Knight's Squire is not official content--it is a product created by third-parties and sold on DM Guild, a site where third-parties can sell D&D-related content. I was not sure if you knew that when you posted here, but wanted to let you know--responders might be confused if you do not add that clarification if you have to ask for help again.
At a glance, the "solo adventure" you're asking about appears to be aimed at providing an experience similar to a Fighting Fantasy type book using D&D as it's rules system. I have no idea how it actually plays, but I imagine it's very linear, basically a railroad with some branching pathways at certain points and no room for improvisation or any sort of action that isn't specifically planned for in the module. That means it isn't really going to be a proper D&D experience, since a major aspect of TTRPGs in general is the interaction with the DM/GM/Storyteller/etc who can then adjust the world and the characters and events therein on the fly in response to the actions of the player(s) thus making the story more immersive.
Don't listen to people who say it's not possible to play D&D solo. "Death Knight's Squire" is an excellent introduction to solo modules. You'll need to make a 2nd level character on D&D Beyond, then open the PDF and start reading. When you need to make a choice, click on the keyword and it'll take you to the next entry. If it asks for a check, find the relevant skill on your character sheet on D&D Beyond, then click that skill. DDB will roll a d20 and add the relevant modifiers. When you have a fight, you'll need to keep track of your own HP and abilities on D&D Beyond, and keep a piece of scratch paper for your opponent. You'll take turns attacking and being attacked. You can roll using D&D Beyond for your own attacks, and then roll a D20 (real or virtual) plus the relevant modifiers for the opponent. For movement through the forest, you'll need to print or open the maps booklet and follow the instructions for keyed locations.
*****please disregard the following, it IS pretty much like a Fantasy/Lonewolf book, but without pages, just hyperlinks leading to chapters/pages/sections. It's something I missed on my first skim*****
Does this play like a Fighting Fantasy or Lonewolf book?
I skimmed through the .pdfs and didn't notice the familiar format of a solo adventure. I played a demo on rpgbot (Google search it), and was expecting a similar thing with this book.
Regards
You very much have the wrong idea of this game. It's primarily co-op with a group, it's table-play (virtual/in-person) and is very different.
It's a Table-Top RPG that normally requires a DM and a player, ideally suited to a DM and 4 players.
Solo adventures do exist but are clunky, limited, not ideal D&D (which is freeform in nature and not suited for Choose-Your-Own-Adventure solo-plays or RPGbots) and not official either (for 5th edition at least, anyway).
As for playing a Death Knight (squire isn't an option) there is no specific class or anything. There are multiple ways to achieve the theme though - several, really, given that "death knight" was never a real thing and not defined in any real way. So how to achieve it depends on the type and kind of "Death Knight" you're specifically imagining.
I would recommend you read the Basic Rules. But ultimately the answer is "No."
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Just so you know OP, The Death Knight's Squire is not official content--it is a product created by third-parties and sold on DM Guild, a site where third-parties can sell D&D-related content. I was not sure if you knew that when you posted here, but wanted to let you know--responders might be confused if you do not add that clarification if you have to ask for help again.
At a glance, the "solo adventure" you're asking about appears to be aimed at providing an experience similar to a Fighting Fantasy type book using D&D as it's rules system. I have no idea how it actually plays, but I imagine it's very linear, basically a railroad with some branching pathways at certain points and no room for improvisation or any sort of action that isn't specifically planned for in the module. That means it isn't really going to be a proper D&D experience, since a major aspect of TTRPGs in general is the interaction with the DM/GM/Storyteller/etc who can then adjust the world and the characters and events therein on the fly in response to the actions of the player(s) thus making the story more immersive.
Don't listen to people who say it's not possible to play D&D solo. "Death Knight's Squire" is an excellent introduction to solo modules. You'll need to make a 2nd level character on D&D Beyond, then open the PDF and start reading. When you need to make a choice, click on the keyword and it'll take you to the next entry. If it asks for a check, find the relevant skill on your character sheet on D&D Beyond, then click that skill. DDB will roll a d20 and add the relevant modifiers. When you have a fight, you'll need to keep track of your own HP and abilities on D&D Beyond, and keep a piece of scratch paper for your opponent. You'll take turns attacking and being attacked. You can roll using D&D Beyond for your own attacks, and then roll a D20 (real or virtual) plus the relevant modifiers for the opponent. For movement through the forest, you'll need to print or open the maps booklet and follow the instructions for keyed locations.
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