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<blockquote data-quote="sfedi" data-source="post: 5034828" data-attributes="member: 15746"><p>I ran 4e adventures in the past for one and two players.</p><p></p><p>Things to consider:</p><p></p><p> - as mentioned above, beware the amount of NPCs and who control them</p><p> - 4E classes are heavily designed to work well in the concert with other clases</p><p> The only classes that don't loose much working alone are Strikers and a little behind, Controllers. Defenders are boring and Leaders are useless (unless heavy NPC presence)</p><p> - focus on the story, unlike typical campaigns, combat, even if it's frequent, will take much less time on the session, so you'd better be ready for some good story/decision making between encounters</p><p></p><p>Since the high variability of d20s is extremely influential in a solo adventure, I suggest you to reskin the dying and dead conditions.</p><p></p><p>Examples:</p><p></p><p>Dying: cowering (prone, unarmed, etc)</p><p>Dead: fleeing (pick your stuff and get out of the combat)</p><p></p><p>Dying: on the limit of unconsiousness</p><p>Dead: unconscious</p><p></p><p>And think clearly on what outcome each encounter should have in case the PC loose and reskin appropiately.</p><p></p><p>This way, you can have a stable campaign which won't end abruptly just because of some bad rolls.</p><p></p><p>This is something I'm using on a normal campaign.</p></blockquote><p></p>
[QUOTE="sfedi, post: 5034828, member: 15746"] I ran 4e adventures in the past for one and two players. Things to consider: - as mentioned above, beware the amount of NPCs and who control them - 4E classes are heavily designed to work well in the concert with other clases The only classes that don't loose much working alone are Strikers and a little behind, Controllers. Defenders are boring and Leaders are useless (unless heavy NPC presence) - focus on the story, unlike typical campaigns, combat, even if it's frequent, will take much less time on the session, so you'd better be ready for some good story/decision making between encounters Since the high variability of d20s is extremely influential in a solo adventure, I suggest you to reskin the dying and dead conditions. Examples: Dying: cowering (prone, unarmed, etc) Dead: fleeing (pick your stuff and get out of the combat) Dying: on the limit of unconsiousness Dead: unconscious And think clearly on what outcome each encounter should have in case the PC loose and reskin appropiately. This way, you can have a stable campaign which won't end abruptly just because of some bad rolls. This is something I'm using on a normal campaign. [/QUOTE]
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