"Solo" players?

Still, without extra power uses, they're just going to be using At-Wills twice as often as a normal character... which is boring. I think they'd need twice the number of Encounter/Daily/Utility powers they'd normally have, at the very least.
 

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Solo players

Rechan said:
I wonder how gestalt would work in 4e. Would you get twice the encounter abilities? Twice the At will? Hm.

This topic was actually covered in some podcast from Wizards of the Coast. According to my memory of the podcast, the classes were all designed by Wizards to be far more self sufficient and it is possible, with minor encounter tweaking and minor class tweaking to be a viable option if you can't get an entire group of friends to play. 1-2 character sessions should be easily attainable, if you believe the hype in the podcast.

From what I have read in the Shadowfell modules and the sneak peak I had at the 3 core books, I would have to agree...at least, until I can really sit down and devour the core books from start to finish. At the very least, modifying the characters with the "quick start" rules from the Shadowfell module seems easy enough and could be accomplished with a little impromptu rules from the DM.

You never know when the cleric's god or demon feeding your warlock's pact is going to slap your player with a little surge of power!! Who knows!? Your wizard may experience an epiphany and get a few more powers that he didn't have last round? Bah! Rules! Who needs 'em?
 
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I think it may be possible to have a variety of solo templates that could further customize the PC you want (based on the extra actions you get) in addition to providing some common extra benefits such as a saving throw bonus, more hit points and action points.

For example, a Swashbuckler solo template might allow an extra basic melee attack as an immediate action against an opponent that missed the character.

A Rage Mage might have the ability to cast a spell as an immediate reaction whenever he is bloodied.

Solo templates might be a good way to introduce recharge abilities for PCs as well. A Dwarven Defender's second wind might be recharge :5: :6:, for example.

Leader-types should also be able to use their abilities on themselves, otherwise any power that only affects their allies would be relatively less useful.
 

Rechan said:
I think now we're getting a little ridiculous.
Not at all.

If you have tons of powers, but not enough action to use them, you will still be overwhelmed. That's why solo monsters get all sorts of interrupts and reactions.
 

Nikosandros said:
Not at all.

If you have tons of powers, but not enough action to use them, you will still be overwhelmed. That's why solo monsters get all sorts of interrupts and reactions.
Then the PC should get some sort of interrupt or reaction power, hm?

Even so, I don't think a 1 vs. 2 results in "Overwhelming".
 

Rechan said:
Then the PC should get some sort of interrupt or reaction power, hm?
Possibly, but I haven't yet played the game, so I'm just making guesses.
Rechan said:
Even so, I don't think a 1 vs. 2 results in "Overwhelming".
Well, I was more thinking of having to face more or less the same opponents as a full party. Of course, if the number of enemies is scaled down, things are easier.

Still, if the character goes down, he is defeated, unless he has some sort of reaction that triggers a healing surge or something similar.
 

What about a slight bump to the PC's (or the two buddy cops) Stats, powers, hp, action points (On a whim I'd say an extra encounter and/or daily, and +1 action point(s) in all regards, +50% hp, and +1 to two stats), and then a slight nerf to the badguys? -2 defenses, and half hp?

...Although, I do like Gestalt rules.
 

OK, so we've got the best of both worlds sort of dual classing going.

Best HP, best proficiencies, best skills (acquire bonus skills from both classes, and spend training slots freely between the two?), best number of Healing Surges, all class features.

You get to choose an Encounter and Daily from each. But do you get to use both? Or could you just choose one on the fly?

At-Wills. Only two, but any combo from each class? Gain a bonus At-Will? Or have access to 4 At-Wills?

I'm inclined to leans toward only getting to use one Encounter and Daily, but getting to choose which one on the fly. And only two At-Wills, but can be from either class.

Aside from that, multiply HP by 5, gain a +5 to saves and gain one action point each encounter instead of every other. Be limited to one action point a round, but any number per encounter?

Should build one hell of a resilient character. Not sure how'd they fair against encounters built for a party of 5, but could be fun to test.

EDIT: Initial Thought - Pally/Cleric would be mean and well synergized. Best armor, HP and Surges. Lots of self healing potential. Good access to blasty type powers and melee. Divine Challenge becomes pointless, but it's a small sacrifice. Maybe class train to Warlock for more CHA goodness.

Additionally, the classic Fighter/Wizard. Scale, best HP, increased Surges. Good single target melee and AoE for the larger fights. Class train Warlord for tactical maneuvers to move your enemies and Inspiring Word healing.
 
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A solo player shouldn't get a single thing more than any other player. They should have different goals. They should not get into the kind of trouble a whole would get into. If they can't be smart enough to run away when needed then why bother playing at all. Use smarts...
 

Khementari said:
A solo player shouldn't get a single thing more than any other player. They should have different goals. They should not get into the kind of trouble a whole would get into. If they can't be smart enough to run away when needed then why bother playing at all. Use smarts...
I disagree in some regards. The 'solo' player (or buddy cop two) I'm talking about are more of super-heroes or heroes who are effectively greater than normal to deal with the 'normal' quests. That's the sort of 'feel' I'd want for a 'Solo' PC game.

On the other hand, a single rogue who has to sneak past NPCs/K.O. them, or a game that forces the PCs to be incredibly tactical w/ no particular advantages could be incredibly fun. I just think that it's a different type of game from the one that's being discussed.
 

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