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The best class for solo games
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<blockquote data-quote="Plane Sailing" data-source="post: 4430802" data-attributes="member: 114"><p>I once ran an extended 1e campaign for a single player using a ranger, which was huge fun and he worked well in it. Having 2d8 hp at 1st level really helped! He really fitted well into the lone wanderer archetype, resolving problems and doing good among the communities at the edge of the wilderness.</p><p></p><p></p><p>Mechanically a good 3e/4e class would probably want to have a range of ways of healing himself, and a range of ways of tackling situations. Having plenty of skills is better than not having them. Having access to spells (or psionic powers) is better than not having them - in both cases because it gives increasing ways of resolving a problem other than hitting it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. A generally good solo class in 3e would be cleric or druid, both of which have a wide range of options for handling situations. Rogues and to a lesser extent rangers might also work well.</p><p></p><p>In 4e I could imagine a fun solo game with a player of almost any class, because everyone gets an interesting range of options from his class (and could pick up ritual casting to get access to other useful stuff). Everyone has greater survivability (extra hp, healing surges etc) too.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4430802, member: 114"] I once ran an extended 1e campaign for a single player using a ranger, which was huge fun and he worked well in it. Having 2d8 hp at 1st level really helped! He really fitted well into the lone wanderer archetype, resolving problems and doing good among the communities at the edge of the wilderness. Mechanically a good 3e/4e class would probably want to have a range of ways of healing himself, and a range of ways of tackling situations. Having plenty of skills is better than not having them. Having access to spells (or psionic powers) is better than not having them - in both cases because it gives increasing ways of resolving a problem other than hitting it :). A generally good solo class in 3e would be cleric or druid, both of which have a wide range of options for handling situations. Rogues and to a lesser extent rangers might also work well. In 4e I could imagine a fun solo game with a player of almost any class, because everyone gets an interesting range of options from his class (and could pick up ritual casting to get access to other useful stuff). Everyone has greater survivability (extra hp, healing surges etc) too. Cheers [/QUOTE]
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