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Running a solo 4e game - is it possible?
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<blockquote data-quote="Dysmachia" data-source="post: 4401344" data-attributes="member: 74449"><p>I would recommend a Paladin multiclassed into Wizard, or a Half-elf paladin for the extra encounter power (choose thunderwave).</p><p></p><p>Basically this is why:</p><p></p><p>A Paladin is a defender, while defenders aren't really a proper role when there's only one character (there's no one else to defend!), they have lots of hit points, and that's very important for a single character.</p><p></p><p>A Paladin is also sort of a "leader-lite", which in this case wouldn't be too helpful (there's no one to lead!) except for the fact that he can heal himself in battle, which is really important for a solo character.</p><p></p><p>A Paladin doesn't really count as a striker, but that's ok. They can do pretty good damage anyway, and striker is considered the least important role by the DMG, and well, it's right. You don't really need a striker because doing damage isn't a special role.</p><p></p><p>Finally, a Paladin isn't really a controller at all, so they need a supplement that can fill that role at least partially. Without control abilities, they won't be able to take on minion encounters which kind of reduces the variety of gameplay available. So that's why I recommend half-elf, for dilettante. The power I would choose is thunderwave, it's really awesome. I then suggest multiclassing into Wizard so that you can take another at-will for an encounter ability. Cloud of Daggers is a fine choice so that you can cover one of your sides, and scorching burst is great too. You then would probably want to power swap for color spray, which would be amazing control.</p><p></p><p>As for your paragon multiclass, I would choose either Battle Mage or Blood Mage. They're pretty nifty to use with the wizard powers you'll have.</p></blockquote><p></p>
[QUOTE="Dysmachia, post: 4401344, member: 74449"] I would recommend a Paladin multiclassed into Wizard, or a Half-elf paladin for the extra encounter power (choose thunderwave). Basically this is why: A Paladin is a defender, while defenders aren't really a proper role when there's only one character (there's no one else to defend!), they have lots of hit points, and that's very important for a single character. A Paladin is also sort of a "leader-lite", which in this case wouldn't be too helpful (there's no one to lead!) except for the fact that he can heal himself in battle, which is really important for a solo character. A Paladin doesn't really count as a striker, but that's ok. They can do pretty good damage anyway, and striker is considered the least important role by the DMG, and well, it's right. You don't really need a striker because doing damage isn't a special role. Finally, a Paladin isn't really a controller at all, so they need a supplement that can fill that role at least partially. Without control abilities, they won't be able to take on minion encounters which kind of reduces the variety of gameplay available. So that's why I recommend half-elf, for dilettante. The power I would choose is thunderwave, it's really awesome. I then suggest multiclassing into Wizard so that you can take another at-will for an encounter ability. Cloud of Daggers is a fine choice so that you can cover one of your sides, and scorching burst is great too. You then would probably want to power swap for color spray, which would be amazing control. As for your paragon multiclass, I would choose either Battle Mage or Blood Mage. They're pretty nifty to use with the wizard powers you'll have. [/QUOTE]
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