In my current gaming, I play and GM mostly single player games. I find that this brings up a very unique style of play, one that I actually prefer to multi-player games at this stage. The story is crafted around a particular character and the PC-NPC interactions are far more detailed and varied than you would find in a group game. In a group game where everyone was a roleplayer, things might be different of course.
There are a thousand interesting topics that spring up from solo games: Roleplaying; character development; encounter building; plots; GMing advice; deaths; un/importance of balance where it is not relative to other PCs; running multiple companions; gaming tools etc. For the moment though I would like to talk about designing a PC for single player use.
Q: What character would you choose if you had to adventure alone?
Here are my thoughts on the topic, some general rules I have discovered:
1. You must have a non-violent way of addressing conflict. Either you must be an exceptional theif, or a master diplomat. Both of these allow you to succeed against odds you cannot hope to fight against. Ideally be both.
2. Do not use a build that relies on other PC classes. The GM should not have to include companion characters for you to be able to succeed. They have enough on their plate already. Don't rely on having a healer, tank or striker to help you.
3. To flourish, you need to be able to do unreplied damage. You cannot win by trading blows with the enemy. Summons, charms, slows, immobilise and stealth are all winners in this regard.
4. Certain abilities are balanced for group play but amazing in single player games. For instance, slowing an enemy is ok in a group, but realistically your group won't have intiatives in the right spot or the right positioning and coordination to "kite" an enemy. In a single player game, a slowed enemy is a dead/ignorable enemy.
Likewise for stealth, if you are hidden, the enemy has no good options to attack. In a group environment they would simply hit your friends, in a solo environment they are left with nothing much to do.
Any ability to spend a healing surge is amazing when you have no healer to rely on.
5. While damage is important to stop a fight dragging on, fights don't get boring for the player in the same way as a long group fight might. For the GM it can feel they drag a little. The most important thing about damage is for it to be unreplied, so the lower damage debuff might be more effective than the nuke.
As an example, my current character is a Rogue Cunning Sneak and fits the bill quite nicely. By being a hidden sniper most fights start with a surpise round. Then it is a matter of shooting then moving and hiding again. This leads to a great deal of unreplied damage and enables a single character to take on entire groups of enemies. Being a stealth class means that the GM can design adventures built around stealth, so the player can still go up against dragons etc, but is not trying to fight them, just steal from them. Combat is a consequence of failure.
A previous solo character was a merchant who was at best an average fighter. This style of game was about convincing people to help him, making money to hire mercenaries and generally keeping the sort of reputation that stopped people messing with him. Once again, he punched above his wieght as he could bring an awful lot of hired/allied muscle to a fight.
As my campaign starts to draw to a close. I want to get peoples' opinions about what other classes make for a good solo character and why.
I am leaning towards a dwarven warriorpriest as they could do a respectable amount of damage while having 4 or so heals per encounter, I'm just not sure how interesting that is.
Anyone care to share their experiences?
There are a thousand interesting topics that spring up from solo games: Roleplaying; character development; encounter building; plots; GMing advice; deaths; un/importance of balance where it is not relative to other PCs; running multiple companions; gaming tools etc. For the moment though I would like to talk about designing a PC for single player use.
Q: What character would you choose if you had to adventure alone?
Here are my thoughts on the topic, some general rules I have discovered:
1. You must have a non-violent way of addressing conflict. Either you must be an exceptional theif, or a master diplomat. Both of these allow you to succeed against odds you cannot hope to fight against. Ideally be both.
2. Do not use a build that relies on other PC classes. The GM should not have to include companion characters for you to be able to succeed. They have enough on their plate already. Don't rely on having a healer, tank or striker to help you.
3. To flourish, you need to be able to do unreplied damage. You cannot win by trading blows with the enemy. Summons, charms, slows, immobilise and stealth are all winners in this regard.
4. Certain abilities are balanced for group play but amazing in single player games. For instance, slowing an enemy is ok in a group, but realistically your group won't have intiatives in the right spot or the right positioning and coordination to "kite" an enemy. In a single player game, a slowed enemy is a dead/ignorable enemy.
Likewise for stealth, if you are hidden, the enemy has no good options to attack. In a group environment they would simply hit your friends, in a solo environment they are left with nothing much to do.
Any ability to spend a healing surge is amazing when you have no healer to rely on.
5. While damage is important to stop a fight dragging on, fights don't get boring for the player in the same way as a long group fight might. For the GM it can feel they drag a little. The most important thing about damage is for it to be unreplied, so the lower damage debuff might be more effective than the nuke.
As an example, my current character is a Rogue Cunning Sneak and fits the bill quite nicely. By being a hidden sniper most fights start with a surpise round. Then it is a matter of shooting then moving and hiding again. This leads to a great deal of unreplied damage and enables a single character to take on entire groups of enemies. Being a stealth class means that the GM can design adventures built around stealth, so the player can still go up against dragons etc, but is not trying to fight them, just steal from them. Combat is a consequence of failure.
A previous solo character was a merchant who was at best an average fighter. This style of game was about convincing people to help him, making money to hire mercenaries and generally keeping the sort of reputation that stopped people messing with him. Once again, he punched above his wieght as he could bring an awful lot of hired/allied muscle to a fight.
As my campaign starts to draw to a close. I want to get peoples' opinions about what other classes make for a good solo character and why.
I am leaning towards a dwarven warriorpriest as they could do a respectable amount of damage while having 4 or so heals per encounter, I'm just not sure how interesting that is.
Anyone care to share their experiences?