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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 1550391" data-attributes="member: 18021"><p>1- sorry. no help from me, but I'll keep an eye out in case anyone elsee has something useful in this regard.</p><p></p><p>2- I like to let the player run more than one character, but, then, one-on-one games are usually just my wife and me, and my wife is more accustomed to playing two PC's than just one. A gestalt character is an option if you already have WotC's Unearthed Arcana, but I think two PC's actually gives the player more options, and more power, meaning that you won't need to scale the adventure as much. Two gestalt PC's could be nearly as versatile as a standard party, but that's probably just too much for player to track.</p><p></p><p>3- concentrate on challenges that require party cooperation (if two PC's) or just decisiveness (if one PC). I've seen brothers turn their characters on one another, and good friends disagree in-game just to be difficult, but few players are willing to roleplay an argument between two of their own characters. </p><p> 3b- I would concentrate on using monsters that rely on hit points for their CR, actually, and just run an adventure as though the one or two PC's were a party two levels lower than they actually are. Obviously, if you've got no Cleric, don't put in turning-energy doors. Don't expect the dumb Dwarven Paladin PC to gather information from woodland creatures, and so on. Try to avoid monsters and traps for which the CR/EL is determined by one saving throw DC: medusa, beholder, whatever, or else double check to make sure that that DC is appropriate to your PC(s). TPK suck for everyone, no matter the party's size.</p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 1550391, member: 18021"] 1- sorry. no help from me, but I'll keep an eye out in case anyone elsee has something useful in this regard. 2- I like to let the player run more than one character, but, then, one-on-one games are usually just my wife and me, and my wife is more accustomed to playing two PC's than just one. A gestalt character is an option if you already have WotC's Unearthed Arcana, but I think two PC's actually gives the player more options, and more power, meaning that you won't need to scale the adventure as much. Two gestalt PC's could be nearly as versatile as a standard party, but that's probably just too much for player to track. 3- concentrate on challenges that require party cooperation (if two PC's) or just decisiveness (if one PC). I've seen brothers turn their characters on one another, and good friends disagree in-game just to be difficult, but few players are willing to roleplay an argument between two of their own characters. 3b- I would concentrate on using monsters that rely on hit points for their CR, actually, and just run an adventure as though the one or two PC's were a party two levels lower than they actually are. Obviously, if you've got no Cleric, don't put in turning-energy doors. Don't expect the dumb Dwarven Paladin PC to gather information from woodland creatures, and so on. Try to avoid monsters and traps for which the CR/EL is determined by one saving throw DC: medusa, beholder, whatever, or else double check to make sure that that DC is appropriate to your PC(s). TPK suck for everyone, no matter the party's size. [/QUOTE]
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