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	<title>Comments on: D&amp;D Party of One: Solo Adventuring (Part 1)</title>
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	<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: chase_dagger</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-33363</link>
		<dc:creator>chase_dagger</dc:creator>
		<pubDate>Mon, 10 Jan 2011 20:17:19 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-33363</guid>
		<description>@Paulius

Your vial suggestion reminds me so much of Zelda 3 for the SNES.  You catch a fairy in a bottle, when you die she is released, heals you and then escapes.

The legend of Zelda, classic solo mission.</description>
		<content:encoded><![CDATA[<p>@Paulius</p>
<p>Your vial suggestion reminds me so much of Zelda 3 for the SNES.  You catch a fairy in a bottle, when you die she is released, heals you and then escapes.</p>
<p>The legend of Zelda, classic solo mission.</p>
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		<title>By: Paulius</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-26422</link>
		<dc:creator>Paulius</dc:creator>
		<pubDate>Fri, 08 Oct 2010 08:40:34 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-26422</guid>
		<description>I&#039;ve ran a few single player games in 4e, and it really is difficult to balance combat. For a first level player, even a handful of minions can end the adventure prematurely.

For example, a Wizard starts with approximately 20 hit points at level one. Put them up against 4 minions (the equivalent of one monster) and if the minions go first, your Wizard is either dead or bloodied.

The only way I&#039;ve found that works is to give your player a few extra healing surges, allow them an extra second wind or two, and make second wind a minor action rather than a standard.

That way, they have a fair healing ability...and also allows them to attack on the same turn they heal themselves.

It&#039;s not perfect, but I&#039;ve found for single player parties in 4E, the line between making an encounter impossible and far too easy is very thin indeed. 

One other addition I came up with was a vial the character wears around their neck that shatters when they fall down, granting them a healing surge...essentially giving them an extra life.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve ran a few single player games in 4e, and it really is difficult to balance combat. For a first level player, even a handful of minions can end the adventure prematurely.</p>
<p>For example, a Wizard starts with approximately 20 hit points at level one. Put them up against 4 minions (the equivalent of one monster) and if the minions go first, your Wizard is either dead or bloodied.</p>
<p>The only way I&#8217;ve found that works is to give your player a few extra healing surges, allow them an extra second wind or two, and make second wind a minor action rather than a standard.</p>
<p>That way, they have a fair healing ability&#8230;and also allows them to attack on the same turn they heal themselves.</p>
<p>It&#8217;s not perfect, but I&#8217;ve found for single player parties in 4E, the line between making an encounter impossible and far too easy is very thin indeed. </p>
<p>One other addition I came up with was a vial the character wears around their neck that shatters when they fall down, granting them a healing surge&#8230;essentially giving them an extra life.</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4935</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Tue, 20 Oct 2009 13:18:54 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4935</guid>
		<description>@Chase_Dagger
Sorry for the delayed response, I was on vacation last week.

I really like the idea of using solo games to introduce new players. I used to do this all the time in previous editions of D&amp;D. This worked if we brought someone new to the game table or if an existing player&#039;s PC died. In either case it let the player try out the new character before bringing him to main campaign. It also let me as the DM work on side quests and plots within plots.

I didn&#039;t really cover the aspect of bridging solo and regular games, but it&#039;s an excellent idea. Perhaps a fourth part needs to be written. Thanks.</description>
		<content:encoded><![CDATA[<p>@Chase_Dagger<br />
Sorry for the delayed response, I was on vacation last week.</p>
<p>I really like the idea of using solo games to introduce new players. I used to do this all the time in previous editions of D&#038;D. This worked if we brought someone new to the game table or if an existing player&#8217;s PC died. In either case it let the player try out the new character before bringing him to main campaign. It also let me as the DM work on side quests and plots within plots.</p>
<p>I didn&#8217;t really cover the aspect of bridging solo and regular games, but it&#8217;s an excellent idea. Perhaps a fourth part needs to be written. Thanks.</p>
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		<title>By: D&#38;D Party of One: Solo Adventuring (Part 3) — Dungeon's Master</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4930</link>
		<dc:creator>D&#38;D Party of One: Solo Adventuring (Part 3) — Dungeon's Master</dc:creator>
		<pubDate>Tue, 20 Oct 2009 13:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4930</guid>
		<description>[...] to D&amp;D, we’ve provided a few tips that should prove useful. We encourage DMs to check out D&amp;D Party of One: Solo Adventuring (Part 1) and D&amp;D Party of One: Solo Adventuring (Part 2) for the flip side of this [...]</description>
		<content:encoded><![CDATA[<p>[...] to D&amp;D, we’ve provided a few tips that should prove useful. We encourage DMs to check out D&amp;D Party of One: Solo Adventuring (Part 1) and D&amp;D Party of One: Solo Adventuring (Part 2) for the flip side of this [...]</p>
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		<title>By: D&#38;D Party of One: Solo Adventuring (Part 2) — Dungeon's Master</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4569</link>
		<dc:creator>D&#38;D Party of One: Solo Adventuring (Part 2) — Dungeon's Master</dc:creator>
		<pubDate>Wed, 07 Oct 2009 13:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4569</guid>
		<description>[...] this article we continue with our look at how to run a game for just one PC. In D&amp;D Party of One (Part 1) we explored the ups and downs of combat encounters during solo games. Today we’re going to look [...]</description>
		<content:encoded><![CDATA[<p>[...] this article we continue with our look at how to run a game for just one PC. In D&amp;D Party of One (Part 1) we explored the ups and downs of combat encounters during solo games. Today we’re going to look [...]</p>
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		<title>By: Chase_Dagger</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4513</link>
		<dc:creator>Chase_Dagger</dc:creator>
		<pubDate>Mon, 05 Oct 2009 17:59:12 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4513</guid>
		<description>I&#039;m really glad this topic is up on DungeonsMaster and I&#039;m glad it has multiple parts article.  Thanks Ameron.

To me this Article is key because:

1. People miss game sessions (A solo mission could be a good substitute)\

2. New people want to join (A solo or maybe even a 2 PCs mission would be a cool way to bridge the new people into the game.)

3. Sometimes the story would be better if the characters did some solo stuff.  (I feel kij already addressed the reasons for #3.)

This article seems to be heading in a direction that will help me out.

On their own, I’m not interested in running solo missions. 
I just see the need for solo missions within my regular game.

Will this article get into bridging between solo and regular games?</description>
		<content:encoded><![CDATA[<p>I&#8217;m really glad this topic is up on DungeonsMaster and I&#8217;m glad it has multiple parts article.  Thanks Ameron.</p>
<p>To me this Article is key because:</p>
<p>1. People miss game sessions (A solo mission could be a good substitute)\</p>
<p>2. New people want to join (A solo or maybe even a 2 PCs mission would be a cool way to bridge the new people into the game.)</p>
<p>3. Sometimes the story would be better if the characters did some solo stuff.  (I feel kij already addressed the reasons for #3.)</p>
<p>This article seems to be heading in a direction that will help me out.</p>
<p>On their own, I’m not interested in running solo missions.<br />
I just see the need for solo missions within my regular game.</p>
<p>Will this article get into bridging between solo and regular games?</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4504</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Mon, 05 Oct 2009 12:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4504</guid>
		<description>@Dyson Logos
Teamwork synergies really do change combat and not having these resources at your disposal during a solo adventure certainly makes combat more difficult. You just have to play smarter. The increased hit points reduce the likelihood of your solo character falling just because the DM&#039;s dice got hot.

@greywulf
I believe that solo games (in 4e D&amp;D) have to be role-playing heavy if they&#039;re going to work. You&#039;re absolutely correct about some classes being more suited to solo gaming than others. I never thought about the marking effects being less useful, but I suppose you&#039;re right. After all if you&#039;re the only target what difference does it make if the opponent is marked? I think swapping out a class feature for something more useful is a great suggestion.

@Wyatt
Solo gaming does eliminate a lot of the great camaraderie of RPGs. The shared experience and the teamwork are obviously absent. This style of play certainly isn&#039;t for everyone. If the dynamic isn&#039;t working for the DM or player then it can get ugly fast.

@kij
I think short games are better for solo gaming. It gives the PC a chance to accomplish very specific goals, rest, and then reconsider the idea of solo adventuring. For a strong role-player these games are great opportunities to develop the character.</description>
		<content:encoded><![CDATA[<p>@Dyson Logos<br />
Teamwork synergies really do change combat and not having these resources at your disposal during a solo adventure certainly makes combat more difficult. You just have to play smarter. The increased hit points reduce the likelihood of your solo character falling just because the DM&#8217;s dice got hot.</p>
<p>@greywulf<br />
I believe that solo games (in 4e D&#038;D) have to be role-playing heavy if they&#8217;re going to work. You&#8217;re absolutely correct about some classes being more suited to solo gaming than others. I never thought about the marking effects being less useful, but I suppose you&#8217;re right. After all if you&#8217;re the only target what difference does it make if the opponent is marked? I think swapping out a class feature for something more useful is a great suggestion.</p>
<p>@Wyatt<br />
Solo gaming does eliminate a lot of the great camaraderie of RPGs. The shared experience and the teamwork are obviously absent. This style of play certainly isn&#8217;t for everyone. If the dynamic isn&#8217;t working for the DM or player then it can get ugly fast.</p>
<p>@kij<br />
I think short games are better for solo gaming. It gives the PC a chance to accomplish very specific goals, rest, and then reconsider the idea of solo adventuring. For a strong role-player these games are great opportunities to develop the character.</p>
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		<title>By: kij</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4448</link>
		<dc:creator>kij</dc:creator>
		<pubDate>Sat, 03 Oct 2009 01:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4448</guid>
		<description>I enjoy solo adventuring, particularly with the guy who plays a paladin in my group. He&#039;s a huge role-player. I usually keep the sessions relatively short, though. Long solo play gets bland pretty fast.

I use solo play to &quot;skip&quot; events that really only relate to one character. For example, I put the paladin in situations that put his faith to the test, the rogue infiltrates a castle to learn state secrets, or the Eladrin discovers that things are not quite all right at home. If I put those events in the main sessions, it would be favoring the individual over the party.</description>
		<content:encoded><![CDATA[<p>I enjoy solo adventuring, particularly with the guy who plays a paladin in my group. He&#8217;s a huge role-player. I usually keep the sessions relatively short, though. Long solo play gets bland pretty fast.</p>
<p>I use solo play to &#8220;skip&#8221; events that really only relate to one character. For example, I put the paladin in situations that put his faith to the test, the rogue infiltrates a castle to learn state secrets, or the Eladrin discovers that things are not quite all right at home. If I put those events in the main sessions, it would be favoring the individual over the party.</p>
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		<title>By: Wyatt</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4440</link>
		<dc:creator>Wyatt</dc:creator>
		<pubDate>Fri, 02 Oct 2009 17:17:08 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4440</guid>
		<description>I&#039;m not a fan of one on one gaming because one of the reasons I play D&amp;D is for a story on the ongoing exploits of the PCs in a world, and I think a variety of personalities and people makes that more enjoyable. Playing one on one would grate on my nerves after some time, at least as a DM.
.-= Wyatt&#180;s last blog ..&lt;a href=&quot;http://spiritsofeden.wordpress.com/2009/10/02/combat-styles-post-part-2-combat-boogaloo/&quot; rel=&quot;nofollow&quot;&gt;Combat Styles Post Part 2: Combat Boogaloo&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not a fan of one on one gaming because one of the reasons I play D&amp;D is for a story on the ongoing exploits of the PCs in a world, and I think a variety of personalities and people makes that more enjoyable. Playing one on one would grate on my nerves after some time, at least as a DM.<br />
.-= Wyatt&#180;s last blog ..<a href="http://spiritsofeden.wordpress.com/2009/10/02/combat-styles-post-part-2-combat-boogaloo/" rel="nofollow">Combat Styles Post Part 2: Combat Boogaloo</a> =-.</p>
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		<title>By: greywulf</title>
		<link>http://dungeonsmaster.com/2009/10/party-of-one-part-1/comment-page-1/#comment-4439</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Fri, 02 Oct 2009 16:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=2601#comment-4439</guid>
		<description>I&#039;m a big fan of one-on-one gaming. It&#039;s a different experience to group play, and gives you chance to really shine a spotlight on one single character for an entire session (or even campaign). When superhero gaming we regularly run 1-on-1 sessions and it really helps to bring out the personalities and styles of the different heroes.

Over in 4e D&amp;D-land we&#039;ve played a few 1-on-1 sessions and they&#039;ve worked very well, especially if you&#039;re playing with a gamer who is happiest when the sessions are role-playing intensive and relatively combat light.

But, we&#039;ve found there&#039;s a few things to bear in mind. Some classes just aren&#039;t built for solo play at all. Warlord, I&#039;m looking at you. That&#039;s not to say you can&#039;t - just that it might be worth giving the player some NPCs to boss around on the battlefield too :D

Other classes are likely to lose the use of one or more class features without similar NPC treatment, most notably Marking effects. That&#039;s not a major loss, but it might be worth offering to trade it out for something else - a free Magic Item, or a free Feat, perhaps.

Looking forward to upcoming posts!
.-= greywulf&#180;s last blog ..&lt;a href=&quot;http://blog.microlite20.net/2009/10/01/the-things-you-find-in-old-warehouses/&quot; rel=&quot;nofollow&quot;&gt;The things you find in old warehouses&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a big fan of one-on-one gaming. It&#8217;s a different experience to group play, and gives you chance to really shine a spotlight on one single character for an entire session (or even campaign). When superhero gaming we regularly run 1-on-1 sessions and it really helps to bring out the personalities and styles of the different heroes.</p>
<p>Over in 4e D&amp;D-land we&#8217;ve played a few 1-on-1 sessions and they&#8217;ve worked very well, especially if you&#8217;re playing with a gamer who is happiest when the sessions are role-playing intensive and relatively combat light.</p>
<p>But, we&#8217;ve found there&#8217;s a few things to bear in mind. Some classes just aren&#8217;t built for solo play at all. Warlord, I&#8217;m looking at you. That&#8217;s not to say you can&#8217;t &#8211; just that it might be worth giving the player some NPCs to boss around on the battlefield too <img src='http://dungeonsmaster.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Other classes are likely to lose the use of one or more class features without similar NPC treatment, most notably Marking effects. That&#8217;s not a major loss, but it might be worth offering to trade it out for something else &#8211; a free Magic Item, or a free Feat, perhaps.</p>
<p>Looking forward to upcoming posts!<br />
.-= greywulf&#180;s last blog ..<a href="http://blog.microlite20.net/2009/10/01/the-things-you-find-in-old-warehouses/" rel="nofollow">The things you find in old warehouses</a> =-.</p>
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