What to play in a single-player campaign?

This is a subject near and dear to my heart. So much so that I have a sourcebook designed to cover it more than 42 pages of raw text done. The book is called All of Nothing

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BTW I need cover art for this if anyone is listening or thinks they know of a piece that would work well.

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Solo adventuring is something that happens to everyone now and again. Sometimes, its just about fleshing out a background for a single character in a regular campaign. Sometimes its about letting a character play catch up because he got level drained. And then sometimes its just because you only have two people to play. I distinctly remember playing many a solo adventure when I was in the 6th grade (circa 1984), and despite that fact that I was a wizard, I kicked butt. Why? Well, for one I played smart. For two my DM let me find a pair of gauntlets of ogre power early on. Lifesavers I tell you. I still remember that gelatinous cube I killed single-handedly.

The point is, the DM is ultimately responsible for ensuring the player has fun. Lets face it, if the player DOESNT have fun, he'll go somewhere else. For that reason the DM needs to be intimately familiar with the player AND his character AND he needs to design adventures around what that character can do. Is every obstacle going to be solvable by the solo adventurer? Not likely, though some are more easily solved than others. By all means the DM should feel free to augment the character with NPCs from time to time. I even recommend a one-off roleplay of an entirely different character as the NPC in some situations just because it speeds up play and makes for a more believable storyline.

I vote that the player in this case play the character type he is interested in and ask the DM to make the combo work. Writing and running adventures for solo adventures is extremely difficult (for a number of reasons, get the book when it comes out to learn more). It becomes even MORE difficult when the solo adventures will span an entire campaign.

I remain firmly convinced that EVERY class and combination in the 3E PH is a valid one for solo adventuring. In just a couple more months, I'll even prove it. That said, play what you want, but play within class and race's limitations.
 

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And, at the risk of hijacking this tread for my own nefarious purposes (im trying to get a total post # greater than Hals...) I ask anyone who thinks there is a class / level / race combo for which an interesting and reasonable adventure cannot be made to forward that combo (in the form of a short OR complete statblock) to me (or just post it here). I've still got to write the sample adventure for the book, and I'm eager to prove it can be done.
 

I just wanted to add to Nifft's remarks about the utility of Bard/Wizard multi-classes, since I to run a solo campaign for one. With the assistance of a Fighter/Rogue sidekick he's overcome all manner of challenges. Of course, he took a few more levels in Bard, so he loses access to the most powerful spells. But he has several uses of Bardic Music, several very handy utility spells and a good grounding in all manner of skills.

Of course, since you're starting at 4th level, Vargo, it may be that an ECL +1 race might work out okay, if your DM agrees. Some of them have neat enough capabilities (particularly resistances) which will help keep your character alive.

See, that's an important part in a solo game. You've got to rely upon yourself, and you don't automatically have anyone else about to help you. In that case, surviving to fight another day is more important than victory. As my player proved, backing off doesn't mean losing. It just means coming back later and nobbling the Bad Guy then! :)
 

Make the hero you've always wanted to play. That character that you've just got the urge to tell the story of. Make him cool, and exceptional at what he's good at. Talk to your DM about having a changing side-character to every major plot. This character doesn't travel with you, and you don't know he's the side-character till you least expect it.

When your character can't solve a problem, like let's just say he's been captured by the evil daimyo and is awaiting execution, you might be switched over to the side-character to play out the other side of events.

To show by example:
Samanosuke the Samurai (PC) is attempting to destroy the necromancer and his horde of offspring under the caverns below the dry lake-bed of tel-ragalia's tomb. Sam, as we nickname him, is somehow stopped because he didn't come prepared for some event (stuck at the bottom of an 80 foot pit, trapped in a sealed catacomb, pinned down by a group of 30 odd crossbowmen, forgot to bring a grapling hook to cross the gorge, etc.). At these particular opportunities, Samanosuke's player fades over to a provided NPC from the DM, someone equally tough but skilled in another area. This guy is someone who knows where you went, and maybe he took another route, or is worried about Sam, so he's got a motivation to go into the tomb himself. He goes down there, removes the trap, puzzle, or provides the necessary supplies or cover fire, and aids Samanosuke's quest in a short side-quest. He doesn't show up Sam, he just manages to play a minor role in a much bigger plot, by presenting his speciality.

Samanosuke thanks him, gives his friend a gift, and the two break off again to continue their individual missions. When the whole quest is over, they give each other a gift or thanx, and then they part. Maybe they will cross again, or maybe next time someone else will come to Sam's aid. Also, in battles where both characters participate, the DM could run the NPC as just that, rather than making the player run two characters.

I think something like that would not only break monotony, but it would also give you some stronger attachment to "bob the rogue, who saved me from that vile torture chamber." I think it's an interesting concept that could easily be expanded on, and lets you handle the character you want, without worrying too much about weak spots, and it gives you the comfort of knowing that your still independant of an anterage of lackeys, or too many classes to count. Plus, since the changing NPC switches, it helps to integrate any NPCs you have from your background into the game in a fun way. Maybe your older brother who you hate will be just the guy to help you in that final battle with the Tyrant who burned down your home village. Just maybe.
 

Paladin/Sorceror. Human, Aasimar, or Half-Celestial Human (take Paladin as your first level). Focus on utility spells and the the best 1st level spell ever: True Strike.

Focus on your Charisma score, as this will determine your saving throws, your bonus Sorceror spells, and other creamy goodness.

Take Power Attack as your first feat. When you hit 3rd level Paladin, pick up Divine Might and use it vigorously.

Your utility spells will help you out of nasty situations, your saving throws will be solid, and True Strike + Power Attack will allow you to hit consistently and pack on some damage. When you get Divine Might, you'll want to use it frequently and often.
 

You will definitely want something with a high Charisma- after all, you *do* intend to take Leadership at 6th level, don't you?

To that end, bard, sorceror, paladin and cleric spring immediately to mind (in no particular order).

The bard is usually weak in a party game, but that is normally because he is superseded in nearly all his roles by some class or another. In a single-player, particularly a heavy rp one, the bard tends to fare well.

The sorceror is an interesting choice. Normally, I would go with a wizard, but the high Charisma makes rp situations much easier and Leadership much more valuable (especially as you need to offset the -2 penalty given for having a familiar).

Paladin is a very solid choice. You can heal yourself, you can tank with the best of them, and the warhorse gives you a good and powerful companion. Boost Charisma as high as you can- not only do you need to offset the Leadership penalty for having a warhorse, but you really need as much healing as you can get (being in the frontline) and your saves are crucial (one failed save could mean game over).

Cleric is also a good choice. I'd say better than the druid. Of course, you don't get the animal companion, but animal companions are not the be-all and end-all. Clerics can tank better, get superior healing and generally better spells. Turning undead may well be a lifesaver, and the divine feats are very handy. If you take twinky domains (Animal, for one), you can do very well indeed. Keep Charisma respectable for that cohort.
 

For a solo game I'd definately pick a wizard, with maybe a little fighter thrown in to be a bit tougher.

Why a wizard?

For fun of course. Take advantage of the fact that you don't have a party dragging you all over hell and creation. Want to take a few days off and do some research, not a problem. Don't have to worry about Bob the fighter breathing down your neck for that new sword. Out of spells, you don't have that dumb fighter insisting that that your should forge ahead. Research spells to fill your weaknesses, you should have a little more latitude here since there isn't the issue of taking over the role of other party members.

Of course this is all just my opinion, I'd pick a wizard because I love wizards. You'll have the most fun if you just pick the character you want to play, and not the one you think is necessary.
 

So, I think I'm about to commit character suicide.

I was looking through the templates, and noticed "Half-Celestial."

Hmm.

Wings.
Acid, Cold, Disease, and Electricity immunities.
Some NASTY stat bonuses.
+3 character levels. Ouch.

But wait, I get leadership @ 3rd (paladin) level, and I'm looking at a 8-10th level cohort...

oooOOOooo.

So, I think I'm going to be doing something like this:

Half-Celestial/Human
Paladin-1
ST: 18
DX: 12
CO: 16
IN: 14
WI: 18
CH: 20 (19+1 for "4th" level)
Feats: Power Attack, Cleave, (one undecided)

Equipment:
Masterwork Full Plate +1
Wand of Cure Light Wounds (50 charges)
Masterwork Greatsword
Warhammer (for those pesky skeletons)
Masterwork Mighty Composite Longbow +4

Any thoughts?
 

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