wingsandsword
Legend
I'd suggest that you look at the Gestalt rules, they were designed (in part) for games under the normal compliment of players, so that a smaller number of characters can take on the same challenges as a larger party. A gestalt character is much more playable solo than any normal character (and a highly multiclassed single character can be much weaker, as others said, that character really isn't capiable of as much as a single classed 5th level PC could do.)
When running a solo game, remember the following:
1. When they drop, it's all over, no other party members to bail them out. So be wary of using instant kill/incapacitate effects.
2. If the adventure requires a specific skill check or action to advance (spot something important, open a hidden door, figure out a puzzle), it's a lot harder if there's only one PC, in case they fail it. Even more than normal, don't hinge everything on one action.
3. Remember exactly what the solo character can do and has available when designing the adventure. With a larger party, you can get into the DM mindset of "somebody's got to have 'X' on their equipment list/skill list".
When running a solo game, remember the following:
1. When they drop, it's all over, no other party members to bail them out. So be wary of using instant kill/incapacitate effects.
2. If the adventure requires a specific skill check or action to advance (spot something important, open a hidden door, figure out a puzzle), it's a lot harder if there's only one PC, in case they fail it. Even more than normal, don't hinge everything on one action.
3. Remember exactly what the solo character can do and has available when designing the adventure. With a larger party, you can get into the DM mindset of "somebody's got to have 'X' on their equipment list/skill list".