Percentage-based systems always make great solo-play games. Primarily, when used with a system like Mythic Game Master Emulator, your percentile dice are always out, and you are making rolls with the identical dice used for your skill checks. And a system with a lot of percentage-based skills will be much easier to solo, since your skills will give you ideas for situations to make rolls for them in.
![]() |
| Palladium Gamemaster's Pack, Sample Character, Page 50 |
If you look at the above, that is the skill list of a 4th-level ranger in Palladium Fantasy. Now, compare this to a D&D 2024 ranger at level four.
Palladium Fantasy has more skills, and they are a lot more specific than the D&D skills. While some of the Palladium skills could be grouped under one D&D skill, such as D&D's survival skill covering Palladium's Wilderness Survival, Tracking, Trapping, Skinning, Navigation, Plants, and Cooking skills, I like the longer list of skills with specific uses far better than D&D's simplified list. Where in D&D I may never think of skinning hides or identifying plants (which could be D&D's Nature skill), in Palladium, I have them; they tell me exactly what I can do, and I have more to choose from.
A lot of my D&D skills feel "dead" in that I am not proficient in them, so why bother even trying to use deception or persuasion? Since Palladium is more old-school, if I want to persuade or deceive an NPC, I just roleplay it, or I can roll under one of my ability scores on a d20 if I want an easy way to handle it. Palladium does not have social RP skills, so you are free to adjudicate them however you want, and most tables will just roleplay it out, and if the player does a good job, they will just succeed.
While having terrible skills on my character sheet tells me I am awful at them, they end up being negative reinforcement, and I never even try. Even a DC 15 skill with a -1 modifier is still a 25% chance of success, but I can't remember a time when I even bothered to roll for one. Someone else in the adventuring party always picked it up, and I never honestly attempted those. This negative reinforcement is the most significant design flaw of D&D 2024's skill list.
Games with percentage-based skills are premium solo-play games. I am also not "guessing at a DC" like I am in D&D, since my chance to do something is right there on my character sheet. In D&D, how difficult is it to identify that plant? DC 10? DC 15? DC 20? In Palladium, my chance is right there on my character sheet, 55%, and while I could modify for difficulty, I don't need to in most cases.
![]() |
| Palladium Gamemaster's Pack, Sample Character, Page 52 |
This makes thief-type characters very fun to play solo, since all the sneaky things I can do as my character are listed right there on my character sheet. The above is a level 3 thief from the same GM pack. And as I level up, my skills improve, and I have more fun. I can also modify the chance: say I successfully distract my target and they are unaware of the pickpocket attempt, I can apply a +20% chance to the roll.
The more skills my character possesses, the more fun I have.
Palladium Fantasy and any Palladium system game are excellent solo-play games with plenty of crunch and depth to keep you gaming. Most of them are single-book games, too, so all you need to play is one book, some paper, a pencil, and dice.
And, of course, your imagination.
















