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<blockquote data-quote="glass" data-source="post: 8100090" data-attributes="member: 12251"><p>Flamestrike mostly answered [USER=29398]@Lanefan[/USER]'s question, although I must note that you cannot Take 10 with UMD so you would need +17 to reliably activate a "happy stick" (you get +2 for an item you have successfully activated before, making that +19 for a minimum result of 20). The solo Fighter is probably screwed because of their lack of skills, but then they would be screwed by that even if not for UMD. And their lack of spells.</p><p></p><p>Wands of CLW happily take care of most of you hp needs, but a bigger issue for solo play at higher levels is removal of nasty condition that high level opponents tend to fling around.</p><p></p><p>All that said, as a player I strongly dislike any DM-controlled allies accompanying the party for any length of time - it leads to to the DM taking extra turns which do not generally interact with the PCs. Which is boring. I remember playing the middle section of War of the Burning Sky, where at the peak we had something like seven NPC allies with us. It was difficult to get rid of them, because obviously in-character the PCs wanted as many people on their side as possible, but the GM's turns we interminable.</p><p></p><p>I much prefer the PCs themselves to be adjusted for smaller groups. I have some rules written up for PF1 for two players and a GM, which worked pretty well (and some rules for one PC which have not been tested).</p><p></p><p>_</p><p>glass.</p></blockquote><p></p>
[QUOTE="glass, post: 8100090, member: 12251"] Flamestrike mostly answered [USER=29398]@Lanefan[/USER]'s question, although I must note that you cannot Take 10 with UMD so you would need +17 to reliably activate a "happy stick" (you get +2 for an item you have successfully activated before, making that +19 for a minimum result of 20). The solo Fighter is probably screwed because of their lack of skills, but then they would be screwed by that even if not for UMD. And their lack of spells. Wands of CLW happily take care of most of you hp needs, but a bigger issue for solo play at higher levels is removal of nasty condition that high level opponents tend to fling around. All that said, as a player I strongly dislike any DM-controlled allies accompanying the party for any length of time - it leads to to the DM taking extra turns which do not generally interact with the PCs. Which is boring. I remember playing the middle section of War of the Burning Sky, where at the peak we had something like seven NPC allies with us. It was difficult to get rid of them, because obviously in-character the PCs wanted as many people on their side as possible, but the GM's turns we interminable. I much prefer the PCs themselves to be adjusted for smaller groups. I have some rules written up for PF1 for two players and a GM, which worked pretty well (and some rules for one PC which have not been tested). _ glass. [/QUOTE]
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