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<blockquote data-quote="Caspian Moon Prince" data-source="post: 1551430" data-attributes="member: 12145"><p>I have ran solo campaigns for a while now and have a few suggestions. I personally wouldn't suggest the multiple character approach, since that would hamper the ability to roleplay a character as well. From experience as a DM having to roleplay out two or more characters at once, it can be awkward and difficult. </p><p></p><p>-Have the player pick a class other than wizard or sorcerer. I've found that these two classes are lacking in one major area: hit points. In solo games, there isn't as many people to fall back on for help. HP are far more valuable than in a larger group. A solution to this would be the gestalt option from UA, and make sure the other class is tougher.</p><p></p><p>-One of the better class options for a solo character is fighter/rogue. These two cover a lot of the bases for adventuring, and can be deadly in a fight with the mixture of good BAB and sneak attacks. Fighter/rangers also can fit this bill somewhat. </p><p></p><p>-If, as a DM, you are going to run a character, make sure it compliments the player's. If the player has made a fighter/rogue, a cleric would come in handy. Not only for a decent combatant, but also in healing(which is VERY important), and spellcasting ability.</p><p></p><p>-When making an adventure, lessen the amount of extended battles. These wear on the HP and can quickly cause player death. Also, give more resting periods so they player can heal up. </p><p></p><p>-Try not to be a deadly DM. I know some like games where there is a high chance of character death, but with a solo character this can quickly be an end to a campaign. Mainly because of the fact in a solo campaign, the player's character is far more important to the overall story than in a larger group. Fudging more on rolls may be necessary. </p><p></p><p>-Don't let an NPC outshine the player. While important anyways, this is more important in solo games. </p><p></p><p>-The dark, silent type of characters is tough to DM with in a solo game. This causes a lot of problems because if the PC doesn't talk much, the game can get boring quick.</p><p></p><p>Solo campaigns can be extremely fun! The player really gets a chance to shine and be THE HERO. Solo campaigns also give the player a chance to really get to roleplay the character, without as much distraction. </p><p></p><p>Good luck! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Caspian Moon Prince, post: 1551430, member: 12145"] I have ran solo campaigns for a while now and have a few suggestions. I personally wouldn't suggest the multiple character approach, since that would hamper the ability to roleplay a character as well. From experience as a DM having to roleplay out two or more characters at once, it can be awkward and difficult. -Have the player pick a class other than wizard or sorcerer. I've found that these two classes are lacking in one major area: hit points. In solo games, there isn't as many people to fall back on for help. HP are far more valuable than in a larger group. A solution to this would be the gestalt option from UA, and make sure the other class is tougher. -One of the better class options for a solo character is fighter/rogue. These two cover a lot of the bases for adventuring, and can be deadly in a fight with the mixture of good BAB and sneak attacks. Fighter/rangers also can fit this bill somewhat. -If, as a DM, you are going to run a character, make sure it compliments the player's. If the player has made a fighter/rogue, a cleric would come in handy. Not only for a decent combatant, but also in healing(which is VERY important), and spellcasting ability. -When making an adventure, lessen the amount of extended battles. These wear on the HP and can quickly cause player death. Also, give more resting periods so they player can heal up. -Try not to be a deadly DM. I know some like games where there is a high chance of character death, but with a solo character this can quickly be an end to a campaign. Mainly because of the fact in a solo campaign, the player's character is far more important to the overall story than in a larger group. Fudging more on rolls may be necessary. -Don't let an NPC outshine the player. While important anyways, this is more important in solo games. -The dark, silent type of characters is tough to DM with in a solo game. This causes a lot of problems because if the PC doesn't talk much, the game can get boring quick. Solo campaigns can be extremely fun! The player really gets a chance to shine and be THE HERO. Solo campaigns also give the player a chance to really get to roleplay the character, without as much distraction. Good luck! :D [/QUOTE]
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