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<blockquote data-quote="ZetaStriker" data-source="post: 4199536" data-attributes="member: 64840"><p>Well a higher level character would ordinarily be my first choice, but we don't have the rules for it yet. This is just a pre-release demo, after all. As for NPCs, they're another likely option, although I really dislike the idea of giving the PC control over them. My 'solo rules' were more just a look at how I might get things to work without NPCs, and my further discussion on them will assume that NPCs are not involved. </p><p></p><p>I am very much against reducing enemy numbers drastically though... a few minions is hardly an encounter once the player has a grasp on the rules, and using minions to back up a single regular enemy will get old quick. And using small groups of regular enemies will work great when Soldiers, Skirmishers and Brutes are fielded, but Lurkers and Controllers, and to a lesser extent Artillery, wont function quite as intended. I'd be better off using NPCs than reducing the number of enemies.</p><p></p><p></p><p>...</p><p></p><p>I guess my idea of a 1 man adventure in this pre-release scenario is sort of an action movie experience; even regular enemies should appear 'mookier' in comparison. Hence my changes to monsters in order to increase the number I can pack into a given encounter. I'm probably going to playtest that a bit either way, but in the end I may scrap that end of it.</p><p></p><p>I am tempted to give the player more options, however, because playing alone removes the entire party dynamic. A single player almost needs the extra stuff to give them the extra oomph to their combat options. Solo monsters are a good look at what might need to be done. A solo PC may need more abilities and more action points to stay interesting, and I want my player's PC to feel as awesome after an encounter as the Solo Black Dragon might after getting that total party kill. The separate encounter daily powers are probably the most likely route I'd go for this, but I'm still not sure what would strike an optimal balance... again though, I say all this without having actually tried it or its regular play alternative. Which is partially why I threw it up here.</p><p></p><p>EDIT: The animal companion isn't a bad idea... it removes a few of the problems I felt I was facing when including NPCs, or worse, letting the PC control NPCs. It's something I'll definitely consider as I go about testing some of these ideas on my own.</p></blockquote><p></p>
[QUOTE="ZetaStriker, post: 4199536, member: 64840"] Well a higher level character would ordinarily be my first choice, but we don't have the rules for it yet. This is just a pre-release demo, after all. As for NPCs, they're another likely option, although I really dislike the idea of giving the PC control over them. My 'solo rules' were more just a look at how I might get things to work without NPCs, and my further discussion on them will assume that NPCs are not involved. I am very much against reducing enemy numbers drastically though... a few minions is hardly an encounter once the player has a grasp on the rules, and using minions to back up a single regular enemy will get old quick. And using small groups of regular enemies will work great when Soldiers, Skirmishers and Brutes are fielded, but Lurkers and Controllers, and to a lesser extent Artillery, wont function quite as intended. I'd be better off using NPCs than reducing the number of enemies. ... I guess my idea of a 1 man adventure in this pre-release scenario is sort of an action movie experience; even regular enemies should appear 'mookier' in comparison. Hence my changes to monsters in order to increase the number I can pack into a given encounter. I'm probably going to playtest that a bit either way, but in the end I may scrap that end of it. I am tempted to give the player more options, however, because playing alone removes the entire party dynamic. A single player almost needs the extra stuff to give them the extra oomph to their combat options. Solo monsters are a good look at what might need to be done. A solo PC may need more abilities and more action points to stay interesting, and I want my player's PC to feel as awesome after an encounter as the Solo Black Dragon might after getting that total party kill. The separate encounter daily powers are probably the most likely route I'd go for this, but I'm still not sure what would strike an optimal balance... again though, I say all this without having actually tried it or its regular play alternative. Which is partially why I threw it up here. EDIT: The animal companion isn't a bad idea... it removes a few of the problems I felt I was facing when including NPCs, or worse, letting the PC control NPCs. It's something I'll definitely consider as I go about testing some of these ideas on my own. [/QUOTE]
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