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<blockquote data-quote="Nytmare" data-source="post: 5035146" data-attributes="member: 55178"><p>Here's another recent thread where we were talking about this: <a href="http://www.enworld.org/forum/d-d-4th-edition-rules/260649-how-build-d-d-4th-edition-solo-adventures.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/260649-how-build-d-d-4th-edition-solo-adventures.html</a> </p><p></p><p>I've been running an on and off solo game for my 10 year old son for the past year or so.</p><p></p><p>We've gotten away with him having 1 PC, and there being a rotating cast of NPCs, statted up like monsters, that shuffle in and out of the story. In general he's usually only paired up with one of the NPCs at a time, who I control, but we've had one arc with no NPCs, and one with 3 with no noticeable problems.</p><p></p><p>In general, instead of messing with the numbers on the creature stats end of things, I just started the fights off well under what he should be able to handle, and then ramped up slowly so that I could gauge what he'd be able to handle so undergunned.</p><p></p><p>I'd say that, as the game stands, things aren't set up for small fights with a single player on a side. Things are more interesting when there are a lot of people on a team and a lot of space for them to move around in.</p><p></p><p>[EDIT] Now that I've broken free of the tangent my brain was set on and reread the thread, if your primary interest is in getting a handle on the rules I'd actually suggest throwing the idea of a campaign out the window and just treat it as a rotating schedule of "One of us comes up with an Xth level party of Y adventurers, the other one comes up with a bunch of maps and a series of suitable challenges for a day's worth of fighting, and we bash our way through so that we figure out how the game works."</p></blockquote><p></p>
[QUOTE="Nytmare, post: 5035146, member: 55178"] Here's another recent thread where we were talking about this: [URL]http://www.enworld.org/forum/d-d-4th-edition-rules/260649-how-build-d-d-4th-edition-solo-adventures.html[/URL] I've been running an on and off solo game for my 10 year old son for the past year or so. We've gotten away with him having 1 PC, and there being a rotating cast of NPCs, statted up like monsters, that shuffle in and out of the story. In general he's usually only paired up with one of the NPCs at a time, who I control, but we've had one arc with no NPCs, and one with 3 with no noticeable problems. In general, instead of messing with the numbers on the creature stats end of things, I just started the fights off well under what he should be able to handle, and then ramped up slowly so that I could gauge what he'd be able to handle so undergunned. I'd say that, as the game stands, things aren't set up for small fights with a single player on a side. Things are more interesting when there are a lot of people on a team and a lot of space for them to move around in. [EDIT] Now that I've broken free of the tangent my brain was set on and reread the thread, if your primary interest is in getting a handle on the rules I'd actually suggest throwing the idea of a campaign out the window and just treat it as a rotating schedule of "One of us comes up with an Xth level party of Y adventurers, the other one comes up with a bunch of maps and a series of suitable challenges for a day's worth of fighting, and we bash our way through so that we figure out how the game works." [/QUOTE]
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