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Running a Solo Campaign
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<blockquote data-quote="Ipissimus" data-source="post: 4147829" data-attributes="member: 41514"><p>One of the hardest things with solo campaigns, if not the hardest, is building the player character. Access to healing is such an integral part of the game that not running a character that is somehow part Cleric can be troublesome.</p><p></p><p>While my regular solo character is a Mystic Theurge, which takes care of the problem for the most part (I highly recommend following the official DnD website's advice and running a character 3 levels above the CR of the adventure, which ironically brings the Mystic Theurge back in line with the power level), and I've run someone else through a homebrewed adventure as a Cleric/Fighter/Wizard, I find that access to other modes of healing can be a great gimmick.</p><p></p><p>In one campaign, I gave the player an artifact that gave the PC access to healing spells as a Cleric of their level.</p><p></p><p>In an Eberron campaign, I allowed the PC free access to the healing Dragonmark, which was a major hook for the plot.</p><p></p><p>One of the greatest things about going solo is the freedom to tailor the adventure to the player. One of the greatest moments in my gaming career was the day one of my players, a HUGE Drizzt fan, had his player meet and fight alongside his hero (no he wasn't playing a duel scimitar wielding Drow Ranger). He still talks about that fight...</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4147829, member: 41514"] One of the hardest things with solo campaigns, if not the hardest, is building the player character. Access to healing is such an integral part of the game that not running a character that is somehow part Cleric can be troublesome. While my regular solo character is a Mystic Theurge, which takes care of the problem for the most part (I highly recommend following the official DnD website's advice and running a character 3 levels above the CR of the adventure, which ironically brings the Mystic Theurge back in line with the power level), and I've run someone else through a homebrewed adventure as a Cleric/Fighter/Wizard, I find that access to other modes of healing can be a great gimmick. In one campaign, I gave the player an artifact that gave the PC access to healing spells as a Cleric of their level. In an Eberron campaign, I allowed the PC free access to the healing Dragonmark, which was a major hook for the plot. One of the greatest things about going solo is the freedom to tailor the adventure to the player. One of the greatest moments in my gaming career was the day one of my players, a HUGE Drizzt fan, had his player meet and fight alongside his hero (no he wasn't playing a duel scimitar wielding Drow Ranger). He still talks about that fight... [/QUOTE]
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