Solo campaign for arcane caster

Witty Comeback

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What house rules would you use to run a solo campaign for an arcane caster? Keep in mind that balance (within the party) is not an issue at all, since there is no other competition. First, I'd bump HP to increase survivability. But being solo means that your biggest limitation is the number of actions (if you have nine cool things to do, you still only get one standard action each round). So I need suggestions for ways to diversify his options without lugging around lots of NPCs (and making him take a back seat). Also, how do you rate CR for one PC? What non-standard variants would you use to amplify the specialization of the schools/types of magic?
 

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What house rules would you use to run a solo campaign for an arcane caster? Keep in mind that balance (within the party) is not an issue at all, since there is no other competition. First, I'd bump HP to increase survivability. But being solo means that your biggest limitation is the number of actions (if you have nine cool things to do, you still only get one standard action each round). So I need suggestions for ways to diversify his options without lugging around lots of NPCs (and making him take a back seat). Also, how do you rate CR for one PC? What non-standard variants would you use to amplify the specialization of the schools/types of magic?
Let's see... assuming 3.5:

1) Party level is at -4 (that is, if he's 10th level, "run of the mill" challenges where you face four of them a day should be CR 6, "overpowering" challenges should be CR 10).
2) His biggest weaknesses will likely be healing and melee. The standard Arcanist (Wizard, Sorcerer) is a "glass cannon" so to speak - heavy hitting, but can't take a hit very well. Yes, boosting HP will help, but it's not going to cover everything (he'll have a deeper reserve, but no way to replenish). Arrange for him to have a way to cover both.
3) You might consider the Gestalt Characters variant - that'll help with both 1 and 2 above if he's careful in his selections (a Druid//Wizard with Elemental Summoning and a permanent Detect Magic or Arcane Sight can cover almost any role in a party, with a little creativity).
4) Almost regardless of what you do, he's going to have lacks (unless he's VERY good at character design, or you're reasonably high level). E.g., it's unlikely he'll be able to cover all four of:
Skillmonkey (anti-trap, stealth, anti-stealth - standard Rogue)
Meatshield (Melee heavy-hitter - standard Fighter)
Band-aid (healing and the "day after" pills such as Restoration - standard Cleric)
Batman (utility spells - standard Wizard)
You'll have a painful balancing act of keeping the elements in there and not overwhelming him with whatever he happens to not be able to cover (e.g., if he can't do melee, sending brusiers that can close without difficulty will wipe him out if he doesn't retreat).
5) Forget Save-Or-Lose spells. Remove them from the game. With one character, you're a LOT more sensitive to TPK's.
 

Definitely give more hit points. I'd even suggest starting with Constitution plus 1d4 and then carry on from there. Since it's an arcane caster you might want to look at Reserve Points since you don't have healing on tap.

The rest really depends on the campaign and character type you have in mind. It would be worth your while to have a look at Recharge Magic as well as Arcane Domains. If you are looking at longer term game you might want to consider allowing a gestalt class. In this manner the character could cover two niches, or roles as the kids are calling them these days, instead of just one.

Maybe you could give a bit more detail as to what you have planned. Then we'd all have a better idea as to what kind of topics needs the attention.
 

For Wizard specialist variants, there are these, from Unearthed Arcana (the 3e book). Plenty others out there, but those are the ones that come to mind, straight away.

As for Constitution score, rather than modifier, added to [max HD, being 4 in this case] at 1st level, that's been in my standard 3e house rules for ages. Recommended. Especially for solo play, I imagine.

I'd bump up skill points to [maybe 4 or 6] + Int mod, and get rid of class skills altogether, or at least add UMD ('Cleric items', anyone?) and a couple of other things to their list.

Or, don't worry about UMD, and just give them healing, restoration etc. spells. After all, there's a precedent for Arcane healing magic, even in the PHB. I'd go with this option, personally (preferring reliance on abilities to reliance on items in most cases, as I do).

Maybe hand out more feats. I always do that anyway - say, 1 each odd level, or even one every level (or one every level except for when you'd get an ability score increase, whichever).

Oh, and good ability scores would be handy. At least 32 PB, say.

Another really simple trick some DMs have chosen is to start off PCs at 2nd level, not 1st. So, you still only get 1st level spells, and no other abilities to speak of, but you're a bit mroe capable. . . and tough.

One last thing - Action Points, or something along those lines. Very handy, for those times when they *will* otherwise just. . . die.
 
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Some other possibilities:

1) Add bonus Metamagic, Creation, Reserve or Heritage/Bloodline Feats.

2) Boost his starting gold/equipment, possibly granting him a couple of key magic items, especially if the campaign is starting at higher than 1st level.

3) Action points, action points, action points.

4) A network of support NPCs- a barkeep with an ear for gossip, healers, magic shop owner, former teacher, street-level contacts, watchmen- as appropriate. Not only would they provide certain skills and resources he may not have at his immediate disposal, they also function as the "voice of the DM." For a more "fantastic" feel, his network could include things like ancestral spirits, the "ghost" of a former fellow mage, otherworldly guides, or perhaps even a low-level magic divination item...an actual working "Magic 8-Ball," for instance.

5) My personal favorite: without your actually boosting the PC's HP or the like, you can dramatically boost the PC's potency by using Midnight 2Ed's Heroic Paths. That way, the player can choose how his PC is different from the "run of the mill" people around him (hopefully in a way consistent with and enriching his PC concept), and you can shape your adventures with that in mind.
 
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Thanks for all the response so far. I'm going to condense what I've received so far and add a few of my own thoughts.
  • To diversify his abilites, consider Gestalt variant, which would increase BAB, Saves, HP, skills, and new class features.
  • Offer a generous starting array to ability scores to increase survivability.
  • Use Reserve Hit Points to compensate for missed healing. Getting rid of conditions is going to be a weakness.
  • Alternate specialist features per UA. Consider offering these without cost as a flavor/power boost.
  • Consider allowing specialist to only have one restricted school, to allow him to generalize.
  • Consider Recharge Magic or Reserve feats (they serve a similar function) to make the resources stretch further.
  • Consider Spontaneous Metamagic to make metamagic more viable.
  • Consider some of the bonus perks from Master Specialist class in Complete Mage.
  • Start at 2nd level to increase power. Include some wealth/magic items. I have no real reason to feel beholden to the Weath-by-Level guidelines.
  • Include extra feats, especially Heritage/Metamagic/Crafting.
  • Action Points. I'm likely to by using PbP, so I am less enthusiastic about this, but I think it is a good idea.
  • Heroics Paths: I've never heard of these before. Where would I find it, the Campaign Setting?
  • Encourage a support network. I am all about this.
  • Avoid Save-or-Die effects. A little harder, but I think this can be managed. Many effects (petrified, blind, etc.) can have similar effects in a solo campaign, I suppose.

I've been thinking about flavor and mechanics, and I keep thinking of Diablo II being followed by that golem-thing. I want to have NPC allies without getting too bogged down or removing the spotlight from the PC. I also think of Final Fantasy and the revolving cast of the party, and want to have that available (see the Support Network).

The flavor of campaign that I'm interested is an exploration of magic in the world, the investigation of past mages and empires. I'm going to start with Crucible of Freya, which investigates a dead mage's keep.
 


Thanks, Aus Snow! I was planning on using Heroic Paths in my upcoming homebrew and I only have one copy of Midnight- now I can just provide my players a link!
 



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