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Solo Adventures?
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<blockquote data-quote="LowSpine" data-source="post: 4199555" data-attributes="member: 60239"><p>Solo adventures have to cater to one class, or perhaps just one role. </p><p></p><p>A defender could survive a solo quite well without messing as long as the enemy is the right power - but defenders have a disadvantage against anything with a range so I would keep them out mostly.</p><p></p><p>A leader really thrives on others for their powers to make a difference. I don't know how to address that without giving him minions to work with. Perhaps his adventure would involve helping a caravan and give him lots of red shirts to work with. He could rally them to protect the caravan or heal them when they are lying bleeding to death.</p><p></p><p>A striker would do okay. Just give them lots of places to sneak about, escape routes and range at the initial encounter distance.</p><p></p><p>A controller would be tricky. I would suggest keeping all his enemies to minions and, like the striker, keep them at a distance so he can smash most of them down before they get too close. If you intend to get some close the minions should be lower in number so he stands a chance. The other way would be to give him a one off ritual scroll (part of the quest) which gives him a bit of temp hit points and a magical defence bonus. That sort of thing. If you want some sort of big bad at the end give him a one off magic weapon like a 'staff of Gerald slaying' that shatters when the big bad is killed. These things should preferably not carry on out of the adventure so just make them adventure specific and part of the plot.</p></blockquote><p></p>
[QUOTE="LowSpine, post: 4199555, member: 60239"] Solo adventures have to cater to one class, or perhaps just one role. A defender could survive a solo quite well without messing as long as the enemy is the right power - but defenders have a disadvantage against anything with a range so I would keep them out mostly. A leader really thrives on others for their powers to make a difference. I don't know how to address that without giving him minions to work with. Perhaps his adventure would involve helping a caravan and give him lots of red shirts to work with. He could rally them to protect the caravan or heal them when they are lying bleeding to death. A striker would do okay. Just give them lots of places to sneak about, escape routes and range at the initial encounter distance. A controller would be tricky. I would suggest keeping all his enemies to minions and, like the striker, keep them at a distance so he can smash most of them down before they get too close. If you intend to get some close the minions should be lower in number so he stands a chance. The other way would be to give him a one off ritual scroll (part of the quest) which gives him a bit of temp hit points and a magical defence bonus. That sort of thing. If you want some sort of big bad at the end give him a one off magic weapon like a 'staff of Gerald slaying' that shatters when the big bad is killed. These things should preferably not carry on out of the adventure so just make them adventure specific and part of the plot. [/QUOTE]
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