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<blockquote data-quote="EzekielRaiden" data-source="post: 9330481" data-attributes="member: 6790260"><p>In theory, at least in 4e, the answer would be one standard monster, probably level 10-12 depending on the specific characteristics of that PC, but the DMG actually goes into a small discussion of this stuff. While it doesn't quite say explicitly "playing this game solo is far enough outside the design parameters to likely not be any fun." This discussion includes specific advice for how to handle one-, two-, and three-person games. Three-person mostly boils down to "pick a role you can live without, Controller is probably the easiest option." Two-person suggests either having each player play two characters, using "henchmen"-type NPCs to cover gaps, or giving each character more oomph to make up for the change. Solo games are a real difficulty in basically every edition of D&D, though, so the fact that it sort of dances around the admission that "well...that's gonna be tough and even if you use the other tools mentioned it may not work out very well" doesn't really mean much in context.</p><p></p><p>As an example of two playing "two characters" each, you could have one person who is a wizard-tinkerer guarded by their automaton companion (Wizard main character + non-sapient Warforged Fighter secondary character), while another could play, say, a Deva Shaman with an "animal companion" (some kind of melee Ranger) in addition to their spirit companion. That way they only really need to roleplay one character with some grace notes from the other, but the group collectively still fills four roles and can thus be used without needing to adjust the math at all.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9330481, member: 6790260"] In theory, at least in 4e, the answer would be one standard monster, probably level 10-12 depending on the specific characteristics of that PC, but the DMG actually goes into a small discussion of this stuff. While it doesn't quite say explicitly "playing this game solo is far enough outside the design parameters to likely not be any fun." This discussion includes specific advice for how to handle one-, two-, and three-person games. Three-person mostly boils down to "pick a role you can live without, Controller is probably the easiest option." Two-person suggests either having each player play two characters, using "henchmen"-type NPCs to cover gaps, or giving each character more oomph to make up for the change. Solo games are a real difficulty in basically every edition of D&D, though, so the fact that it sort of dances around the admission that "well...that's gonna be tough and even if you use the other tools mentioned it may not work out very well" doesn't really mean much in context. As an example of two playing "two characters" each, you could have one person who is a wizard-tinkerer guarded by their automaton companion (Wizard main character + non-sapient Warforged Fighter secondary character), while another could play, say, a Deva Shaman with an "animal companion" (some kind of melee Ranger) in addition to their spirit companion. That way they only really need to roleplay one character with some grace notes from the other, but the group collectively still fills four roles and can thus be used without needing to adjust the math at all. [/QUOTE]
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