I forget who it was, but someone soloing a ranger->cleric used a tactic that would help against some of the enchantment/maze type traps.
What they did is use the Cntrl-Q trick with their summoned skeletons. They wouldn't take the skelies along on any trips that lasted longer than the normal spell duration, but they thought, and I agree that just because you change areas as defined in the game--which may be simply a staircase above or through a door, your summons cannot follow. So when soloing, they would recruit their skelies as party members for up to 8 hours.
This strategy would help with traps like maze, since you wouldn't immediately lose if you had another party member there...after the maze wore off, you would return as normal and continue on. This would also help for situations where you get charmed in combat, even though your summons could have finished off the last of the enemies. If you're solo, the game sees all party members out of commission and ends the game, even though the charm would eventually wear off.
If you use this, you may want to be strict with yourself about what you allow your skelies to do for you--summoned creatures can't normally scout for you, or open doors after all. I don't know how skeletons were controlled in PnP, but be careful you don't end up sitting in a corner while your summons go off and do all the work.
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"Many are my names in many countries. Mithrandir among the Elves, Tharkun to the Dwarves; Olorin I was in my youth in the West that is forgotten, in the South Incanus, in the North Gandalf; to the East I go not"
--The Two Towers
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