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<blockquote data-quote="Rel" data-source="post: 467120" data-attributes="member: 99"><p>I have some recent experiences that I think are relevent to this issue. MINOR SPOILERS for SUNLESS CITIDEL to follow.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I'm running a solo campaign for my wife who is playing a Wizard. I decided to run her through the first couple of Adventure Path modules which (I assume) are designed to be played by the "Iconic Party" of 4 characters. So far we have made it almost all the way through Sunless Citidel with no real problems. What I did was this:</p><p></p><p>To start off, I ran a solo adventure that consisted of her master putting her through the paces before she graduated from apprenticeship. She had to deal with a variety of tricks and traps and adversaries using only her magic and meager fighting abilities. She got some XP and even better, actual "experience" in the form of learning her limitations and that she might need to consider creative alternatives to combat as well as just plain running if things go badly. He also shared with the character the formula for making Healing Salves (from Tome and Blood) since the character was great at alchemy (and had a background including being somewhat of a snake-oil salesman).</p><p></p><p>Then she traveled on to Oakhurst (the town from Sunless Citidel) where she met an NPC I created: Kol, the half-orc gardner and cook for the missing Sharwyn Hecrule. Kol signed on to adventure with my wife's wizard so long as their goal was to rescue Sharwyn. They proceeded to have a brief adventure by way of clearing some critters out of Sharwyn's abandoned manor house. From there they went to the Citidel.</p><p></p><p>By then Kol had become an Expert 1/Fighter 1 and was serving as the "front liner". Soon, they met Meepo and brought him into the party. I made him a Rogue 1. After dealing with some of the Goblins, they managed to rescue Erky Timbers, the Gnome Fighter/Cleric.</p><p></p><p>So now I have slowly created the "Iconic Party" by using NPC's. It didn't seem forced and all of them have good reason to be adventuring with the Wizard. But after Sunless Citidel, some of them might leave the party and that will be fine. My wife understands that I'm not going to necessarily coddle her and that she needs to understand the weaknesses in the party and do what she can to compensate for them or avoid situations where they are likely to be featured.</p><p></p><p>One way she has done this is to take plenty of time to brew up more Healing Salves and other alchemical concoctions that might give her an edge.</p></blockquote><p></p>
[QUOTE="Rel, post: 467120, member: 99"] I have some recent experiences that I think are relevent to this issue. MINOR SPOILERS for SUNLESS CITIDEL to follow. I'm running a solo campaign for my wife who is playing a Wizard. I decided to run her through the first couple of Adventure Path modules which (I assume) are designed to be played by the "Iconic Party" of 4 characters. So far we have made it almost all the way through Sunless Citidel with no real problems. What I did was this: To start off, I ran a solo adventure that consisted of her master putting her through the paces before she graduated from apprenticeship. She had to deal with a variety of tricks and traps and adversaries using only her magic and meager fighting abilities. She got some XP and even better, actual "experience" in the form of learning her limitations and that she might need to consider creative alternatives to combat as well as just plain running if things go badly. He also shared with the character the formula for making Healing Salves (from Tome and Blood) since the character was great at alchemy (and had a background including being somewhat of a snake-oil salesman). Then she traveled on to Oakhurst (the town from Sunless Citidel) where she met an NPC I created: Kol, the half-orc gardner and cook for the missing Sharwyn Hecrule. Kol signed on to adventure with my wife's wizard so long as their goal was to rescue Sharwyn. They proceeded to have a brief adventure by way of clearing some critters out of Sharwyn's abandoned manor house. From there they went to the Citidel. By then Kol had become an Expert 1/Fighter 1 and was serving as the "front liner". Soon, they met Meepo and brought him into the party. I made him a Rogue 1. After dealing with some of the Goblins, they managed to rescue Erky Timbers, the Gnome Fighter/Cleric. So now I have slowly created the "Iconic Party" by using NPC's. It didn't seem forced and all of them have good reason to be adventuring with the Wizard. But after Sunless Citidel, some of them might leave the party and that will be fine. My wife understands that I'm not going to necessarily coddle her and that she needs to understand the weaknesses in the party and do what she can to compensate for them or avoid situations where they are likely to be featured. One way she has done this is to take plenty of time to brew up more Healing Salves and other alchemical concoctions that might give her an edge. [/QUOTE]
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