| Post/Author/DateTime | Post |
|---|---|
| Retromancer12-24-06, 09:19 PM | me and a friend want to run a solo campaign (wandering warrior, yadda yadda yadda.) the problem is, is that out of the four classic party positions (Skill monkey, healer, hit with stick, and arcanist) the healer is the most necessary. I don't want to foist a dmpc on him just for healing, and i'd like to keep potions expensive to buy so he's not taking on 15 encounters a day. I was hoping to increase the amount of damage that natural healing cures with sleep. should I just do the CRPG thing, you rest until fully healed? or should I do something else, because 2 points of nat. healing at 1st level for 24 hours sleep isn't going to cut it. suggestions? |
| memberZ12-24-06, 10:20 PM | You could : a) let him be a gestalt. Fighter/cleric solves healing : LA +2 b) Give him the saint template from BoED at starting (yeah i know this is usually a no no) It gets fast healing = 1/2 HD capped at 10 : also a LA +2 c) the feral template from savage species has fast healing 2 : LA +1 Solo can be fun but has limitations. Be Careful with traps also, they can be a nightmare to a solo PC tank. Remember that DC is designed for 4 players. A single player at first should be looking at 4 1/4 or 1/3 encounters not 4 1's. |
| Evillain12-25-06, 02:27 AM | Actually, what are you running after. must your character adventure every day? Adventuring is hard and time consuming, especially at lower levels, you level one fighter might get in a street fight once a week, and in a competition once a month or so. It's DnD... the time line does not have to meet RL. Normally your character will have the time to rest for days at a time without the constant threat of an enemy, and since your solo no one is going to have to wait for you anyways. So keep the regen, Fast healing on the side, and let time do its wonders. |
| itwasntme12-25-06, 02:55 AM | theres a feat in Psi Hand book that can help you much more Lets you heal Con Mod x level (i think?) Per 8 hours of rest Help out alot if u have a nice con mod |
| unundindur12-25-06, 01:34 PM | I have tried solo-play and it have turned out its absolutely great for sneaky play, and assassins in particular but less optimal for mage/fighter/clerics, who are by nature very well off with a group. That said, I once had a nice magic item; a pearl of unlimited cure minor wounds. Worked wonders! |
| taski12-26-06, 12:03 AM | Gestalt is great for solo campaigns. Some classes to consider gestalting with (they get healing spells early on): bard, cleric, druid, and favored soul. Rogues get UMD as a class skill, which means wands of cure light wounds. If your warrior is a ranger or paladin, he/she can use a wand or scroll of cure light wounds starting at level 1. You could leave healing potions as treasure. Sentient creatures would probably want to keep a stash of them somewhere, "just in case." The character doesn't have to get to near death every day. If you're not going gestalt, consider not using traditional dungeons. Traps, locks, and will saves will usually stop a lone warrior. Do focus on direct combat and other feats of strength: guarding a caravan, saving a child stranded in a flash flood, slaying the bulette in the forest, winning a duel with the Duke's son, hunting the elusive white stag, surviving in the gladiatorial arena, running into a burning orphanage to save the orphans, that kind of thing. As long as that's what your player wants. With a solo campaign, you can focus on what that one player wants out of the game, and you can really give it to him. You don't have to worry about upsetting anyone else (except yourself -- you should have fun too). Also, check out the Guide to Solo Campaigns (http://boards1.wizards.com/showthread.php?t=553739) thread. |