Michael Talley 759
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Well for one player you'd start with an APL of 1/6th at level one I think
so encounters would be roughly work out as the following.
Easy: 1/8 CR
Average: 1/6 CR
Challenging: 1/4 CR
Hard: 1/3 CR
Epic: 1/2 CR
There might be a lack of Role Playing and more Dice rolling in a one on One game, but depending on the game play and Story teller it should be fine.
Adventure Paths would have to be toned down in the encounters and types, as depending on the character type would also change the types that could challenge but not railroad a player into not being able to do anything.
| Bjørn Røyrvik |
First, combat considerations:
1. CONSIDER ACTION ECONOMY
MT touched on this but it bears spelling out. This is important. Most encounters assume 3-5 PCs. With only one PC they will have a lot harder time. Avoid groups of enemies unless they are significantly weaker individually than the PC, avoid enemies of close to same CR, etc.
2. Consider PC abilities when making encounters
You are free to make whatever challenges you want and expect a creative and invested player to solve them somehow, but generally it's a good idea to look at what the character can do in combat. If they don't have any magic it's kind of a dick move to throw a bunch of enemies that can't be defeated without it unless you also let them get a bunch of friendly NPCs that can come along and help.
This applies to all groups generally but is extra important for
3. PC death
In most D&D games PCs are interchangeable. Parts may die but the party goes on. That's harder to pull off in a solo game, where every death is a TPK. You have to decide if the PC can die or is always miraculously going to survive somehow. If death is a thing, will you have to make a new game for a new character or ham-fistedly shove a new PC into the old game?
Non-combat
1. Lack of group support
This will of course depend on the player. Some players love taking over and always being in charge and making decisions so solo play is great for them. Most players I've played with can be in charge sometimes but find it tiring and sometimes frustrating to always make decisions with no extra input. Sometimes coming up with good ideas is hard and having other players to help is vital for keeping the game moving and for enjoyment.
2. Consider PC abilities
Like in combat, a PC without the abilities to solve situations you put them in needs some way of overcoming or circumventing these. The standard 'balanced party' ideal is harder to pull off. Gestalt is one option, as is merely tailoring the game to the PC's abilities.
3. NPC interaction
Lots of the fun of RPGs is the in-character interaction between PCs and without this there is only NPC interaction left. This is drastically reduced in a solo game where there are only NPCs to talk to. If the game is set in a single locale where the PC can interact with numerous NPCs over a long period of time, this can work very well, but for the traditional D&D murderhobo you quickly get nothing but a gray mass of quest givers and dull bots that point you towards what to kill.
If all the player wants is to kill and loot, this isn't a problem but for those who like to interact with characters it can be frustrating.
Possible fixes to many of these problems:
Allow the player to control more than one PC. Some players might like this, most I've come across feel it will be a burden
Hirelings, cohorts/followers, allied NPCs etc. can do a lot of the drudge work, can give different abilities and add some much needed roleplaying.
Controversial suggestion: add a DMPC
DMPCs have a bad reputation but when used correctly they are an amazing resource for the game. If the player has another PC to interact with it can help immensely. An extra set of actions in combat, different abilities, someone to fall back on if the PC is incapacitated, someone who will be in the party for as long as the player wants/until killed, and someone who can add suggestions when the player is stuck.
It is just important that:
- DMPCs should never be the star of the show. They may shine in one scene now and then but should never be generally cooler and better than the PC. The game isn't about this cool DMPC, it's about this cool PC and his best bud.
- DMPCs should never be always right or always wrong. They can make suggestions if the PCs is stuck, be used to remind the player of forgotten or overlooked details and help move the story along but they are grease to the PC's wheel.
- DMPCs should be intensely likeable. This means tailoring them to fit with the player's preferences but it should be one the player and PC likes to be around. Make them vivid, make them fun, make them entertaining, and make sure they don't overshadow the PC.
At this point you can argue the exact difference between a DMPC and a vital NPC, but that difference really doesn't matter at this level of interaction.
| Entymal |
What I've found useful for solo players is to provide them with two NPC / DMPC sidekicks with different talents, attitudes and goals. Maybe they don't even like each other. The contrast between them makes it easier to role-play them. Because they frequently disagree it falls to the solo player to make the decisions. Make sure each of them is wrong from time to time, so they don't just represent DM knowledge. Give each one areas of expertise.
Even if my solo player is gestalt, I usually just make the followers single class. It keeps things simple and makes the hero extra special.
You can also keep a simple tally for each character's affinity / opinion of the PC and adjust their attitudes as you go, maybe having one make trouble or desert if they're ignored often enough.
If you've ever played Knights of the Old Republic (The single player star wars video game, not the online one) it's like the followers there.
Contrasting / arguing NPCs is an easy way to keep the role play up in a solo game.
| Mysterious Stranger |
First thing to do is to write your own adventure and not use a published AP. A solo game is not that hard to run, as long as it was written for the character. Find out what you player wants to play and tailor the adventure to that. You may not even need to go gestalt, but if you want to that would be fine also. As others have suggested a side kick may be a very good idea.
Encourage the player to play a class with some depth instead of a hack and slash class. Fighter would probably be the worst class if you are not going gestalt. Surprisingly a rouge would actually work well for this. Since the adventure will be tailored for the character the rogues usually weakness are not as important and his strengths are actually more useful.
Give XP for overcoming the opponent no matter how the character does it. So if the character can talk or trick his way around a monster give him full credit for it.
Disregard the CR system completely and carefully judge what your player can handle. The CR system is a very rough guide and with this number of players is too far out of alignment to be useful.
| Mysterious Stranger |
One of the best gestalt combinations is inquisitor and unchained monk. Both of them get a lot of benefit from a high WIS and Both classes synergies well. You get full BAB, all good saves, lots of skills and special abilities. You get both evasion and stalwart so you can pretty much ignore spell if you make your save. Flurry of bane can deal out a ridiculous amount of damage.
The inquisitor gets a lot of abilities that can be tailored to the situation. There spell list is actually incredibly versatile. They have enough healing on their spell list to get by especially if they use wands and scrolls. They also get a fair number of utility spells that will work very well for a solo character. Adding invisibility to a character that already has a good stealth roll means they will be very good ad sneaking around.
The unchained monk provides most of your combat ability including a lot of defensive ability like diamond soul. The extra combat feats are also helpful and can provide a lot of defensive abilities. Feats like dodge, combat reflexes and mobility may not be fancy but it will keep the character alive which is the import part.
Another combination that could work well is a paladin/bard. If you go for the archeologist bard you end up with another very versatile character. This combination ends up being kind of like Batman. The paladins lay on hands will probably be all the healing you need. Choose your mercies well and your spells will take care of the rest. The bard spells are utility and some buffing.
| glass |
I while back, when it looked like I might be running a campaign for a single player, I wrote up a set of rules. Anyway, the gist was four-class gestalt, with simplified spellcasting and generous point buy.
Sadly, the plan never went anywhere, so I never got to playtest them. It would have been interesting to see how it worked in practice.
_
glass.
| Entymal |
@ glass
I did something like that in a P6 game. It was a variant multi class system where the players could level up as many core classes as they liked, independently, up to level 6. Rather than stacking abilities we gestalted them.
It worked wonderfully. We had the advantages of P6 (faster gameplay, less lookup, etc) while still having other paths to advancement.
| Yqatuba |
How many levels above the recommended level for the module should they be/ (remember gestalt characters are +1 for level purposes.) BTW, anyone else think gestalts should get more points for increasing ability scores than normal? I do, since they almost always have more important abilities than regular characters.
| David knott 242 |
How many levels above the recommended level for the module should they be/ (remember gestalt characters are +1 for level purposes.) BTW, anyone else think gestalts should get more points for increasing ability scores than normal? I do, since they almost always have more important abilities than regular characters.
It depends on how much you want to encourage your player(s) to choose classes that depend on the same ability scores. How generous you are with initial ability score points and later ability score increases will have consequences, so you need to decide which consequences you want.
| Ryze Kuja |
Summoners are one of the best classes for solo campaigns in Pathfinder, especially with the Master Summoner Archetype. If you're going to do a solo Gestalt campaign, consider going Master Summoner + Any class you want. Basically summon a small army whenever you want and start smashing/melting faces. It's not uncommon for a Master Summoner to have between 5-10 summons active at any given point in time, and for cheap too. Like, cheapy cheap.
Since Summoners are Cha based, maybe do Swashbuckler, Paladin, or Sorcerer, or even Oracle of Battle, depending on how much you want to melee or cast spells. But the more you pump up your Cha, the more times you can use that delicious Summoning Mastery ability from Master Summoner archetype.
You could also just forget about doubling down on Charisma if you don't want to be a summoning fanatic (but still summon well) because Summoners don't really "need" a super high Cha for overcoming DC's. You could go with a ranged-focused build, like a Ranger, Slayer, or Gunslinger.
I dunno, what kind of a "feel" are you looking for with this particular character?
| Ryze Kuja |
I'm not looking for any particular. It's more if I'm the DM as I usually only have one person to play with.
Well, as far as DMing a solo campaign, I think Michael Talley 759 hit the nail on the head as far as what CR's you should be offering your player. At least you can use that as a baseline "gauge" to whether you need to make an easier or harder encounter.
If I may offer some advice about starting level, I'd recommend lvl 3 or higher. If you crit on a level 1 or 2 solo player, there's a good chance you'll kill him.
| Derklord |
I would try to embrace the chance you're offered, instead of wasting it on gestalt and GMPCs. There are a lot of things that are theoretically supported by the system, but don't really work well in a party; for example stealth, sneaky kills, social stuff, pursuits, honorable duels, and just about anything intended for the Vigilante. Many obstacles, especially mundane ones, work better for a single PC, too - when only one PC needs to climb something and then can lower a rope, or when a chasm can be overcome by one PC having some spell that handles it, it's not really interesting (and the other players often feel left out), but in a solo campaign, it's both more challenging, and more rewarding. A lot of survival stuff works better, too.
A single player is also far more likely to follow the intended campaign instead of comign up with exceedingly outlandish and crazy ideas, so it shouldn't be too hard to creature and run such a campaign.
| VoodistMonk |
Derklord, I agree that this is an awesome opportunity and that it shouldn't be muddled by GMPC's... but Gestalt makes sense to give a single player a larger toolbox.
You can be a vanilla Fighter, but throw in some Archaeologist Bard... now you have skills and utility magics and all good saves and a little bit of luck.
I love how you can tell a story with the classes/archetypes you choose to Gestalt. Sometimes the two sides synergize so well, it builds itself, and just flows like poetry.
| Derklord |
You can be a vanilla Fighter, but throw in some Archaeologist Bard... now you have skills and utility magics and all good saves and a little bit of luck.
Or you just pick Archaeologist Bard instead of a Fighter in the first place!
Still, I see what you mean. I think you shouldn't necessarily gestalt, but rather see what the player wants; but for some characters, especially martial classes, gestalt might be a a good option. You need a certain toolbox size for the whole concept to work well. Edited.