How to Build and Manage a Solo D&D Party
Table of Contents

In the first part of this series, I explained why I play Dungeons & Dragons alone. Solo play gives me the freedom to explore published adventures, test characters, and play whenever my schedule allows.
Freedom creates its own decisions, though. The first one appears before the adventure even begins: how many characters am I going to control?
Most published D&D adventures expect a party, not a single hero. You can build a traditional party of four, reduce the group to two characters, or attempt to rebalance everything around one character. Each option changes the amount of work, the speed of play, and the danger of every encounter.
I used to choose one party size at the beginning of a campaign and force myself to keep it. My current approach is more flexible. I usually play with two to four characters, and I am willing to change the active party based on the amount of time I have and the kind of session I want.
The Full Party: Four Characters

A party of four is the easiest starting point if you want to run a published adventure close to the way it is written.
Many encounters assume roughly four adventurers. With four characters, I can usually use the listed enemies, hit points, and abilities without doing much advance balancing. I open the book, prepare the character sheets, and start playing.
That is the greatest advantage: less encounter preparation.
A full party also lets me think beyond individual builds and design an entire group. I might use the familiar Fighter, Rogue, Cleric, and Wizard combination. I could build a nature-focused party with a Druid, Ranger, Barbarian, and Oath of the Ancients Paladin. I can plan complementary abilities, shared themes, personal conflicts, or tactical combinations across all four characters.
Creating that party is part of the fun. It feels like building the cast of my own fantasy story.
The problem arrives after play begins.
The Mental Load of Four Character Sheets
At low levels, four characters are manageable. Every character has a limited number of abilities, spellcasters have shorter spell lists, and turns move relatively quickly.
Every level adds more context to remember.
Which fighting style did the Fighter choose? What spells did the Wizard prepare? Does the Ranger have an ability that applies to this target? Did someone receive a magic item during the previous session? Which reactions, feats, and subclass features have I forgotten?
I sometimes forget details when I control one character in a group game. When I control four characters, plus every monster and NPC, those small details accumulate quickly.
Spellcasters add the most work because every spell is another possible decision and often another rule to check. A party with several spellcasters may be exciting to build, but it can make every turn much slower.
That does not mean a four-character campaign is a bad choice. It means I need the right circumstances. If I am calm, have enough time, and do not mind the story moving slowly, a full party can be extremely satisfying. If I only have an hour and want to make progress, it can feel as though I spend the entire session reading character sheets.
Why Two Characters Usually Work Best for Me

Two characters are my most reliable option.
They preserve some of the interaction and tactical variety of a party without asking me to maintain four separate collections of abilities. I can give them distinct personalities, remember what each one can do, and move through encounters much faster.
Balancing is also fairly intuitive. If the written encounter contains four similar enemies for a four-character party, I begin by reducing it to two enemies. That is not a perfect mathematical solution, especially when the encounter mixes monsters of different strengths, but it is an effective starting point that I can apply without advance preparation.
Experience makes these adjustments easier. I can look at an encounter, compare it with my party, and make a quick decision. Sometimes I reduce the number of creatures. Sometimes I keep an interesting leader and remove weaker enemies. Sometimes I leave the encounter unchanged because the environment or my characters’ abilities give them an advantage.
The goal is not to reproduce an official difficulty calculation perfectly. The goal is to create an encounter that looks interesting and gives the characters a reasonable chance to succeed.
For a two-character party, I normally recommend combining a martial character with a spellcaster. The martial character can survive on the front line and deal consistent damage. The spellcaster can heal, control the battlefield, solve unusual problems, or handle situations that cannot be resolved with a weapon.
That is only a recommendation. One of the pleasures of playing alone is ignoring recommendations when I have a more interesting idea.
Why I Rarely Start With Three
Three characters are completely viable, but I rarely build a party of three at the beginning of an adventure.
This is mostly because two and four are easier for me to evaluate. Four characters let me run many encounters as written. Two characters let me begin by halving groups of similar enemies. Three sits between those convenient reference points and requires more judgment.
I still play with three characters when the story takes me there. A party member may die. Someone may remain at camp. An NPC may temporarily join the group. I simply do not select three as my default starting mode.
The Problem With One Character
I have tried running regular published adventures with only one player character. For me, it requires too many adjustments.
The main problem is action economy. One hero normally receives one action, one bonus action when something allows it, one reaction, and one turn per round. Several enemies receive several turns. Even weaker monsters can overwhelm a stronger character because they act more often and can attack from multiple positions.
Starting at a higher level can help. Reducing enemy numbers, hit points, Armor Class, damage, or Multiattack can help. Giving the character additional benefits can help. But after enough changes, I feel as though I am redesigning every encounter instead of playing the adventure.
If I want to control only one character, I prefer an adventure designed for that experience. The Wolves of Langston and the other solo adventures from Obvious Mimic use a choose-your-own-path structure built around a single 5E character. They are closer to theatre of the mind, provide the prompts I need, and do not expect me to rebuild a conventional four-person encounter every few pages.
I consider that a different mode of play from self-DMing a regular published campaign. Both are solo D&D, but the procedures and expectations are different.
My New Rule: The Active Party Can Change
The most important change in my current method is that the party size no longer needs to remain fixed for an entire campaign.
If I begin with four characters and one dies, I can continue with three. I adjust the next encounter using my best judgment and allow the loss to remain part of the story.
More often, I change the party because of my real-life schedule.
Imagine that my full group contains a Paladin, Warlock, Monk, and Fighter. On an afternoon when I have several hours, I can take all four into the dungeon. On an evening when I only have an hour, the Paladin and Warlock might handle a smaller objective while the Monk and Fighter remain at camp.
The idea is similar to choosing active companions in a party-based video game such as Baldur’s Gate 3. The entire cast still exists, but not everyone needs to participate in every mission.
This makes the campaign modular. I can match the number of character sheets to the time and attention I have available.
It also creates narrative opportunities. A character left at camp might research a clue, guard an important NPC, recover from an injury, or pursue a personal goal. A later session can focus on a different pair. When everyone reunites for an important confrontation, it feels significant.
Published adventures do not always provide convenient moments for characters to leave and return, so I use common sense. I do not remove half the party while they are trapped in the middle of a sealed dungeon. In a town, during travel, at camp, or between quests, changing the active roster is easy to explain.
Do Not Let Party Size Make the Game Less Fun
My previous instinct was to make a decision—this is a four-character campaign—and then treat that decision as another rule I was obligated to follow.
That was unnecessary.
The entire reason I play solo is flexibility. It makes little sense to preserve that freedom everywhere except the part of the game creating the most work.
If managing four sheets is exhausting tonight, I use two. If I want to test a full tactical combination, I bring everyone. If the story naturally reduces the group to three, I keep going. I adjust the adventure instead of forcing myself through a session I am no longer enjoying.
Story Mode
Party size controls how much I manage. My second decision controls how dangerous I want the campaign to be.
Sometimes I open an adventure primarily because I want to experience its story. I want to meet the characters, explore the locations, and see what happens in the final chapter. A deadly encounter that ends the campaign is not what I am looking for.
I call this story mode.
In story mode, I reduce encounter difficulty more aggressively. I may use fewer monsters, lower their hit points, allow a generous interpretation of an ability, or make recovery easier. Character death is unlikely unless it creates a moment I genuinely want in the story.
This is not cheating. There is no other player at the table whose expectations I am violating. I have chosen the kind of experience I want and changed the difficulty to support it, just as I might choose a difficulty option in a video game.
Story mode is particularly useful when I want to read through a long campaign, learn how it is structured, or spend more time roleplaying than resolving tactical combat.
Normal Mode
When I want the dice and encounters to carry real danger, I use what I currently call normal mode. The name is not perfect, but the rule is simple: if a character dies and cannot be saved using the normal rules, that character remains dead.
The party can continue with fewer members or recruit someone new. Losing an original character matters because there is no guarantee that the replacement will fill the same role.
I still balance encounters for the number of active characters. Normal mode does not mean blindly throwing four-character encounters at a party of two. It means that after I have chosen what I believe is a fair challenge, I accept the result.
That uncertainty produces a different kind of story. A character who survives several dangerous chapters becomes important to me because survival was never guaranteed.
Recruiting a Replacement Character
When a character dies, I first look for a narrative replacement.
Is there an NPC traveling with the party who could become an adventurer? Did the characters meet a guard, priest, scout, or mage who has a reason to join their quest? If someone fits naturally, I convert that character into a player character using the class that best represents their role.
When no existing NPC makes sense, the party sends a message, visits a settlement, or otherwise searches for help. Recruiting a new adventurer costs an upfront amount of gold based on the party’s level.
That cost gives gold another purpose. Published adventures can award a surprising amount of money, and my characters do not always have enough interesting things to buy. Recruitment turns accumulated wealth into a resource that can keep the expedition alive.
Once the recruitment cost is paid, I randomize much of the new character.
I roll for the class. If the party has passed the level at which that class chooses a subclass, I roll among the material available to me. I also randomize the species and the narrative background.
For the mechanical background, I am more deliberate. Under the revised rules, backgrounds include ability score options and an Origin feat. A completely random mechanical background could produce a character whose statistics do not support their class. Instead, I choose suitable mechanics and reskin the narrative.
If the random result says the new character was a scribe but the Guard background provides the mechanics I want, I use those mechanics and describe the person as a scribe. The story result remains random without making the character frustrating to play.
Why Random Replacements Are Fun
Random recruitment creates an incentive to protect the original party. If the Cleric dies, I cannot assume the next recruit will be another healer. I might receive a second Fighter, an unusual subclass, or a species I have never played.
That can force the entire party to adapt.
Perhaps the new character duplicates a role. Perhaps nobody has strong healing magic anymore. Perhaps an ability I previously ignored becomes central to the group’s strategy. The replacement may not be the character I would have designed, but that is exactly what makes the result interesting.
It also pushes me toward classes and subclasses I might never choose voluntarily. Solo play already gives me the freedom to experiment; random recruitment makes sure I sometimes use that freedom instead of rebuilding the same comfortable party.
Party Composition Still Matters
I enjoy unusual groups, but a balanced party can make a published adventure easier to run.
Someone who can survive on the front line is useful. Spellcasting provides answers to combat, exploration, and puzzles that weapons cannot. A character with high Charisma helps during social encounters. Skills such as Perception, Investigation, Survival, and Thieves’ Tools can become important depending on the adventure.
With four characters, I have enough room to cover several roles and still make unconventional choices. With two, gaps become more noticeable. That is why a martial character and a spellcaster are my safest recommendation for a first two-character campaign.
Safe does not have to mean mandatory. If the idea of two Rogues sneaking through a campaign sounds more exciting, I would rather modify the adventure around those Rogues than build a technically balanced party I do not care about.
Build the Party Around the Session You Want
My approach can be reduced to a few questions:
- How much time and attention do I have for this session?
- Do I want to manage a complete party or focus on two characters?
- Am I playing to experience the story, or do I want character death to remain a serious possibility?
- If the party changes, can I turn that change into part of the narrative?
Four characters reduce encounter preparation but increase mental load. Two characters move faster but require some balancing. One character works best for me when the adventure was built specifically for solo play. A dynamic roster lets me move between those options without restarting the campaign.
The third part of this series will move from the character sheets to the adventure book. I will explain why I stopped using piles of oracles and random tables, how I handle information my characters are not supposed to know, and the simple procedures I use for combat, traps, secret doors, and social encounters.