Solo Campaign - choosing a class

Post/Author/DateTimePost
#1

lindz

Jul 22, 2009 13:16:54
My husband is going to be DMing a solo campaign for me. He has told me to choose any class that interests me and he'll work around that. The campaign will be a lot more story oriented and less combat oriented because I will be solo.

While rogue has always been a fav, I don't know how well it works in combat solo in 4e. I've been leaning more towards Avenger now for pure rp reasons but could be happy with either.

I was wondering if anyone has advice on how to build a good character for a solo campaign.
#2

Seeker95

Jul 22, 2009 13:37:29
The disadvantage to playing a solo rogue is that you pretty much only gain combat advantage when you get to go first in the encounter. All other methods tend to require flanking. And so much of the rogue's powers rely on combat advantage.

I would suggest perhaps a barbarian. High hit points, high offense, and little flanking requirements. Avenger is not bad either, but seems to require that your opponents have choices (similar to a fighter).
#3

Mengu74

Jul 22, 2009 13:38:41
Like the husband says, anything can work.

As a rogue you can do reasonably well with a variety of tactics and powers. With surprise and good initiative, you would hit hard and fast, not giving your enemy a lot of chances to retaliate. Some racial powers can be quite handy. To list a few:

Dragonborn - when you're outnumbered, helps you deal with minions.
Halfling - has some really good defensive powers for a quick get away.
Drow - has two powers that can give you combat advantage for essentially two rounds.
Changeling - you can use many disguises to move about in enemy territory, make the perfect solo spy, and in a fight, have an additional trick up your sleeve to gain combat advantage.

Look for similar abilities in a race if you don't go for one of these. An Earth genasi can knock a target prone to gain combat advantage, a gnome can become invisible, etc.

Also I'd try to pick powers that either give extra attacks, or are reliable, or are interrupts, or give you future combat advantage. Some good examples would be:

Riposte Strike - when you can't gain combat advantage it's a good way to do extra damage, especially when you're solo.
Dazing strike - after you hit with this would be a good time for an action point and hit again while you've got combat advantage, and you continue to have combat advantage for next turn.
Blinding Barrage - great power defensively and offensively, clears out minions, hurts swarms (hope you don't have to face many of these), they can't see you, you get combat advantage.

So rogue will do fine in a solo game. Just keep a flexible mind set for flight when need be. If you like Rogue, go for rogue.

Avengers will make fearsome solo adventurers too. But I'm not sure if their tricks would be as rewarding in a solo game, as they are when you are with a group. Personally I would enjoy the challenge of playing a solo rogue more than playing an avenger. Also rogue gives you a much wider array of skills for dealing with different challenges.
#4

zombiegleemax

Jul 22, 2009 13:47:04
For a solo game, the easiest on the DM will be either a Leader or Defender, as those are the ways that the DM has to worry least about accidentally killing you. Race pretty much doesn't matter, but a Con bonus race doesn't hurt.
#5

pbn

Jul 22, 2009 13:48:21
You may want to consider Beastmaster Ranger. This way you'll have someone to talk to and care for :-)

Beast Protector is a good feat to set a character theme, and start your story
#6

warlawk

Jul 22, 2009 16:35:44
Personally, for a solo game that was going to be RP heavy I would go with a fey warlock. Passable damage, passable control, passable utility/defensive abilities. Most importantly IMO, you'll be CHA based with some good social skill choices that will serve you well for a RP heavy environment.

For extra fun, choose Changeling/Doppleganger and go crazy with the shapeshifting RP fun.

Added bonus, as a fey lock no one will really be surprised if you're wandering around having conversations with your imaginary friends. Who needs a beastmastery pet to keep you company when you can have all the imaginary friends you want! :P
#7

Ore

Jul 22, 2009 16:45:09
In a RP heavy game I would choose a class that is connected to religion in one way or another. Religion often intertwines itself with politics and both make for good role playing.
#8

zombiegleemax

Jul 22, 2009 16:47:33
Personally, for a solo game that was going to be RP heavy I would go with a fey warlock. Passable damage, passable control, passable utility/defensive abilities. Most importantly IMO, you'll be CHA based with some good social skill choices that will serve you well for a RP heavy environment.

For extra fun, choose Changeling/Doppleganger and go crazy with the shapeshifting RP fun.

Added bonus, as a fey lock no one will really be surprised if you're wandering around having conversations with your imaginary friends. Who needs a beastmastery pet to keep you company when you can have all the imaginary friends you want! :P

You know, that's a good idea too.
#9

ftero

Jul 22, 2009 17:42:30
Well like a couple have mentioned go with what you enjoy playing the most. Your husband has said he'll tailor the campaign to your class. Maybe come up with a couple different ideas for characters, others in this thread have offered their ideas so possibly come up with a few quick backgrounds on the characters and see what you like the most.

Often when I get to play a character I'll come up with a couple ideas and start writing a background for each, and generally one of the characters I'll really click with and feel like I'll really enjoy playing.
#10

UnknownMourner

Jul 22, 2009 18:07:20
Druid's pretty versatile. I wouldn't make a solo character without the Nature skill. Pick up Athletics too if you can. Ultimately it probably doesn't matter much because he's going to let you get out of any situation you get into regardless of your decisions or rolls.
#11

nixy

Jul 22, 2009 21:45:11
I think your best bet is a Wisdom-based Cleric with Melee Training: Wisdom and a background that lets you train Perception. Since you'll be putting ability points in Wisdom and Charisma, you'll have good Insight, Perception, and Diplomacy, as well as Bluff or Intimidate if you choose to train those later. Melee Training lets you do alright in melee combat if you're forced into it (which, as a solo character, you will), you'll be highly adept at keeping yourself standing, and you'll eventually get some nice area of effect attacks.

You can probably play whatever you really want to, though, and not really be penalized for it since your DM will be tailoring the campaign to your character.
#12

dunhill

Jul 23, 2009 0:50:59
A rogue would actually be an awesome solo character.

Have you ever played the game Thief? Ive always fantasized about doing DnD with something like that.
#13

lindz

Jul 23, 2009 10:58:28
A rogue would actually be an awesome solo character.

Have you ever played the game Thief? Ive always fantasized about doing DnD with something like that.

Yeah thats how I see a rogue too, it has always appealed to me.

Because a rogue may be difficult in combat situations without being able to have CA enough, even with a focus on abilities that grant CA as Mengu suggested, any thoughts on how a ranger/rogue hybrid would work. Would allow the skills from rogue to do the stealthing, traps, lockpicking, pickpocketing, etc and the combat more focused on a TWF ranger so as to not have to rely on sneak attacks when they can't happen.

Also as for my husband letting me out of situations regardless of rolls, he won't. :p If I'm stupid, he'll happily kill me! But he will allow me higher stat scores and probably more trained skills depending on the class since it is a solo campaign.
#14

williamhm75

Jul 23, 2009 12:41:01
Bard for versatility. Can use ranged weapons implements and melee weapons has great skills both trained and with jack of all trades +3 to all untrained skills.
#15

Mengu74

Jul 23, 2009 12:45:06
Because a rogue may be difficult in combat situations without being able to have CA enough, even with a focus on abilities that grant CA as Mengu suggested, any thoughts on how a ranger/rogue hybrid would work. Would allow the skills from rogue to do the stealthing, traps, lockpicking, pickpocketing, etc and the combat more focused on a TWF ranger so as to not have to rely on sneak attacks when they can't happen.

If skills are what you're worried about, those can be accomplished in other ways, going hybrid usually shorts you on skills. You could play a ranger with a fitting background (Amn would be perfect to make Streetwise and Thievery class skills, and provides a +1 bonus to both), sounds like that would be all you need, since Ranger already gives you Perception for detecting traps, and Stealth for all sneakiness. And you get free Dungeoneering to top it off.

You don't have to be bothered by the fact that your class is called "Ranger" either, call yourself a Rogue if that's how you'll be playing the character. On your character sheet it says something else, but who cares. With reasonable dexterity and strength you could be good at both melee and range. Versatility will be important since you're running solo.

You could pick Beast Master if you want a companion, but that might not fit the rogue concept that well. I'd stick with Two Blade Ranger for the free Toughness.

Higher than normal stats will certainly help, as will an extra skill or three since you need about 8 skills to make this work well.
#16

lindz

Jul 24, 2009 11:15:12
How would you make a bard work? I like the idea of a high charisma character, but so many of their abilities are based around allies and not the bard. Does anyone have any good house rules to make a bard decent solo?
#17

greatfrito

Jul 24, 2009 11:25:39
Sounds like fun! I run a (slightly delayed, at the moment - weddings and new houses will do that) solo game for my wife, who actually plays a (dragonborn) rogue herself.

If you're worried about what will "work," I'd say pick whatever, if your husband said he'd make it work. Rogue works fine, despite not getting a lot of CA. Take some powers that set your foes up (things that make them grant CA) - you might even be able to manage a ranged rogue (though I'd try to mix it up - in a solo game, you will be in melee).

The only class I'd say you shouldn't consider would be Warlord. It's just too reliant on having allies around, both conceptually and mechanically. I think strikers work out well (like I said, I run my wife's game, and she's a rogue) - you'll deal enough damage that combat won't drag, and (in most cases) you'll have a lot of fun skills.

If I got to play in a solo campaign, I think I'd personally go with Artificer. It's got the staying power to keep itself afloat, and unlike some of the other leaders, it has quite a few power options where the "buffs" can be applied to itself.

But yeah, pick whatever. And learn when to run away.
#18

williamhm75

Jul 24, 2009 11:56:03
How would you make a bard work? I like the idea of a high charisma character, but so many of their abilities are based around allies and not the bard. Does anyone have any good house rules to make a bard decent solo?

Choose powers that affect you or do decent damage. I dont have the books with me but things like Jinx shot do not depend on allies.
#19

nerdicus

Jul 24, 2009 20:47:56
Personally I would play an avenger(shifter cause their fun), but that's because I love the class. But rogue would be totally doable.

You may want to suggest to your husband that he let your character have a minion. Something like a tough brute monster. I have yet to try this out, but I think it would work great to play a solo game with a tough henchmonster to wade into combat for you so you can use your striker-esque character. Plus RPing a big henchman would be fun as a dm. :D
#20

cromag

Jul 25, 2009 20:11:45
I would probably go with fighter. They have a lot of self healing, they're tough and they deal very good damage.

Rangers are pretty good for this as well, less healing, but more damage avoidance (ranged attacks, stealth, climbing trees etc.).

If you play a rogue I'd probably go with something that can give itself CA easily, like a drow or changeling.
#21

darkdiashi

Jul 26, 2009 0:29:47
Do you have DDI? The monk might be a good one because a lot of his powers have both attacking and special movement in them. A quick look through the compendium shows them to be pretty versatile. They get four skills so choosing Diplomacy, Insight, perception and Stealth/thievery would help for the RP portions (and you can always use a background to gain more social options). You will do god damage as a striker and the monk's full disciplines seem to give him good defensive options. See if your husband will give you free feats in addition to/ instead of the skills. Toughness, durable, and expertise would all go a long way towards keeping you alive and it would suck to have to waste three feats on them.


EDIT: They also have great NADS. Each of your three key abilities builds up a different NAD. Also you start with Leader level HP/Healing surges per day/hitpoints per level gained, making you the third best striker in that regard.
#22

kirjotusvihe

Jul 27, 2009 10:56:11
If you want to go rogue then consider shaman multiclass for you very own pocket flanker. Also good for Rp purposes.
#23

seyeklopz

Jul 27, 2009 12:47:26
Have either of you considered a solo player with two characters? Think of optimal pairs.
#24

NinjaPlease

Jul 31, 2009 13:14:24
My roomate runs solo campaigns for me all the time and he always has me do two characters. Every once in awhile I would be too stupid to figure something out and had it not been for my half-giant silent protector scribbling something in the dirt or on a rock again, I would probably die of old age in a couple of these dungeons.
#25

kujihn

Jul 31, 2009 18:37:41
I havent played any 4.0 ... but there's no Flick of the Wrist in 4e?

I mean, Druid and cleric are probably the best soloers .... with Druid you get an animal companion, and summons, so you wouldn't be too alone :x That and good heals @.@

But, well, in 3.5 rogues wouldn't be too bad if you were a human and managed to put a 17 into dex .... so you could get Quickdraw, TWF and Flick of the Wrist as quicklyt as possible ...

That way you could either surprise someone with one blade.... Flick of the wrist another round ......

At later levels you'd probably come to regret it.
#26

darkdiashi

Aug 01, 2009 6:03:25
I havent played any 4.0 ... but there's no Flick of the Wrist in 4e?

I mean, Druid and cleric are probably the best soloers .... with Druid you get an animal companion, and summons, so you wouldn't be too alone :x That and good heals @.@

But, well, in 3.5 rogues wouldn't be too bad if you were a human and managed to put a 17 into dex .... so you could get Quickdraw, TWF and Flick of the Wrist as quicklyt as possible ...

That way you could either surprise someone with one blade.... Flick of the wrist another round ......

At later levels you'd probably come to regret it.

No flick of the wrist unfortunatly, and druids are about wildshapeing now (change into an animal) but they can get summons. Shamans have a spirit companion (like beastmaster rangers) and they get the healing now. Your cleric idea is solid though.
#27

darkdiashi

Aug 01, 2009 6:05:08
I created two characters (one a ranger one a monk) that are primed to be lone adventures in the underdark. I think they're pretty good, if your interested in looting them for ideas, PM me.
#28

kujihn

Aug 01, 2009 11:15:24
No flick of the wrist unfortunatly, and druids are about wildshapeing now (change into an animal) but they can get summons. Shamans have a spirit companion (like beastmaster rangers) and they get the healing now. Your cleric idea is solid though.

I'm playing a Elf druid now :x 3.5 .... she's a god-disliking, dual wielding, 'kick the door down' style of player.

She donated 2000 gold coin to a Temple of Tyr and just said:

"Give to the needy"

"Tyr thanks you for your contribution towards ending the sufferings of others"

"Tyr can kiss my glutes" :x
#29

rav514

Aug 01, 2009 16:18:13
Personally, i recomend the retribution avenger, high AC, bonus damage if you get ganged up on; plus all of the other avenger goodness. Missing is a much bigger deal durring a solo campaign.

However, if your starting in paragon i would highly consider a daggermaster. Make her a drow for Combat advantage and have a crazy high %. That might be a little more fun.