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My 4e Solo PC ideas
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<blockquote data-quote="Zaran" data-source="post: 5336296" data-attributes="member: 56710"><p>When you do a solo PC campaign, the world should revolve around that PC. A good background will give the GM ideas to add to the adventure. Also, you should not feel the need to do silly multi-classing to fill in some gap in your abilities. GMs, if your solo wizard is thinking about getting a multiclass feat to be a cleric so they can heal themselves during combat, then maybe your encounters are a little too tough. In a solo game, character concept should trump game mechanics. My advice is to give the hero many chances to heal. Give them potions, ample time to rest and breaks where they can recooperate. Also, every adventure doesn't have to be 8-10 combats. </p><p> </p><p>Skill challenges can be great ways to get xp. One thing about skill challenges though. Make sure the PC can handle the skills needed in the challenge. Roleplaying should be key. If your player to roll the die and add the modifier that's cool but if they do come up with any kind of interaction, give them a bonus. I wouldn't tell them what the bonus is. Heck, it can be a free success! </p><p> </p><p>Let's talk about magic items. I am not an advocate of the wish list. I consider requests for certain items but picking off a list of items the player hands in is, in my opinion, the dumbest idea WotC has printed. That just caters to power gaming and min maxing. That being said, almost every item you give the hero should have some sort of character to it. Don't just let them find some super item lying in the bottom of a chest. Put it in the skeletal hands of some forgotten king sitting in his throne for eternity. Give every weapon a name. Have your villians use them against the hero. Since the hero is the main character of the story, their stuff should be extensions of that character. Look, at Drizzt. Every magic item he has some sort of backstory. You might want to do the inherent bonus option so that you don't have to constantly update the Hero's Big Three items. That way you can have them find Twinkle early on in their career and it doesn't get outdated in a few a levels.</p></blockquote><p></p>
[QUOTE="Zaran, post: 5336296, member: 56710"] When you do a solo PC campaign, the world should revolve around that PC. A good background will give the GM ideas to add to the adventure. Also, you should not feel the need to do silly multi-classing to fill in some gap in your abilities. GMs, if your solo wizard is thinking about getting a multiclass feat to be a cleric so they can heal themselves during combat, then maybe your encounters are a little too tough. In a solo game, character concept should trump game mechanics. My advice is to give the hero many chances to heal. Give them potions, ample time to rest and breaks where they can recooperate. Also, every adventure doesn't have to be 8-10 combats. Skill challenges can be great ways to get xp. One thing about skill challenges though. Make sure the PC can handle the skills needed in the challenge. Roleplaying should be key. If your player to roll the die and add the modifier that's cool but if they do come up with any kind of interaction, give them a bonus. I wouldn't tell them what the bonus is. Heck, it can be a free success! Let's talk about magic items. I am not an advocate of the wish list. I consider requests for certain items but picking off a list of items the player hands in is, in my opinion, the dumbest idea WotC has printed. That just caters to power gaming and min maxing. That being said, almost every item you give the hero should have some sort of character to it. Don't just let them find some super item lying in the bottom of a chest. Put it in the skeletal hands of some forgotten king sitting in his throne for eternity. Give every weapon a name. Have your villians use them against the hero. Since the hero is the main character of the story, their stuff should be extensions of that character. Look, at Drizzt. Every magic item he has some sort of backstory. You might want to do the inherent bonus option so that you don't have to constantly update the Hero's Big Three items. That way you can have them find Twinkle early on in their career and it doesn't get outdated in a few a levels. [/QUOTE]
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