Solo Play

Minions would play an important role in solo play I think. Definitely gives more for the solo adventurer to fight while still being easy to handle. Four kobald minions vs one PC, even more than that, would be reasonable. Might want to up the uses of second wind to allow the PC to handle more damage if he/she gets overwhelmed, especially if you don't want to introduce a lot of potions into the campaign.
 

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dm4hire said:
Minions would play an important role in solo play I think. Definitely gives more for the solo adventurer to fight while still being easy to handle. Four kobald minions vs one PC, even more than that, would be reasonable. Might want to up the uses of second wind to allow the PC to handle more damage if he/she gets overwhelmed, especially if you don't want to introduce a lot of potions into the campaign.

Great idea! I think the only reason that the normal 4e rules limit second wind to 1/encounter is that it forces groups to expend resources over several encounters and that it gives the Cleric some added usefulness.

In a solo game, it's likely that the player wont have a cleric and even more likely that the player isn't going to be fighting battle after battle in a single day.

Minions add a needed element to battles, but I'll still be wary about surrounding a solo PC with 4 kobold minions. A Fighter or Paladin? Sure thing... but a single wizard? I think the Eladrin's Fey Step will be highly valued for solo players :)
 

I'd say 2-6 minions depending on class and even then if the wizard does the right things might be able to hand the max, getting sleep off would be a good start.

Another thought I had for solo play is making the action point a standard per encounter item. Maybe work it so action points can reactivate a spent daily one more additional time per day, but not in the same encounter.
 

It does sound better!

So, in that case - what race/class mix do you think would be the best option for solo play in 4e - not just combat, but the whole role-play experience. I always prefered human-rogue in 3e
 

That's a tough call right now since two of the classes haven't had preview sheets done and one of the races still hasn't been revealed, but based on what has been shown I'd have to say from a roleplaying stance I'd go with tiefling warlock as they are a good solitary concept. I can see that combination working well because of the isolationism aspect mentioned in their write up, thereby being out on their own trying to make their mark to prove they belong.
 
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According to the last podcast, Mearls thinks soloing is a lot more viable now than before. And if you ask me, it sure is looking like it, too.
 

Novem5er said:
Running solo games in 3e (1 DM w/ 1 players) was a big pain in the butt! The whole CR system is too confusing. A CR3 ogre is appropriate for WHAT level solo player?

A lvl 7 character should be able to do 4-5 of those ogres per day.

side note: depending on class it is actually easier if they apper together/in pairs, all at once...

A LVL 5 char can fight two of those ogres per day

A LVL 3 character will face only one per day and is expected to have a 50% mortality rate

A LVL 1 or 2 char just has a hard time...

But: since ogres are 4 hd creatures, a LVL 1 mage can actually kill one quite easily...
 

dm4hire said:
Another thought I had for solo play is making the action point a standard per encounter item. Maybe work it so action points can reactivate a spent daily one more additional time per day, but not in the same encounter.

This.

Plus maybe Second Wind as a minor Action.
 

Rabbitbait said:
It does sound better!

So, in that case - what race/class mix do you think would be the best option for solo play in 4e - not just combat, but the whole role-play experience. I always prefered human-rogue in 3e
It is really hard to say right now... Leaders or controllers would probably be a poor choice, since the former is based around supporting a team, and most of the latter might be too fragile. So, a good Defender or Striker would be easier.

I am willing to bet that a Fighter will be a pretty good choice for a solo hero this time around (which I think is pretty appropriate).
 

I agree on making second wind a minor action for solo play, anything which causes them to delay while taking more damage will be detrimental if not lethal.
 

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