Allura
First Post
I'm going to be trying my hand at DMing (finally), and there will only be 3 people in the party. This is an Eberron 3.5 game, and I'll be using the Forgotten Forge campaign path (goes up to 6th or so) to start. I have some ideas for balancing/tweaking the game so that the players don't feel like they're "missing" a player, but that they don't end up uber-powerful, either.
1. Ability Point Buy - A "tougher campaign" uses 28 points. 4 players x 28 points = 112. Divided by 3 players = 37 & change. Make it 36 to keep the math easy and everyone starts with a 14 in each stat. The PCs are exceptional, but hopefully not outrageous. A few extra spells, a bit of extra damage, but not out of control. And not everything will be a 14, because they're going to want some higher stats which will come at the cost of lower ones.
2. Do the same thing to skill points - multiply by 4/3. Classes with 2 & 4 points get 3 & 5. Those with 6 & 8 get 8 & 10. Again, hopefully enough to cover any "holes" without going overboard and knowing EVERYTHING.
3. Correspondingly, I'd like to take CRs down by 3/4, to keep them from gaining experience too quickly.
So, my question - What do you think? Too much work? Too powerful? Etc. I'm coming at this from someone who's playing in another campaign where I'm one of three (DH & I and another couple, since we live close enough to get together during the week) players and find that we're missing things occasionally. Also, I think right now they're leaning towards a party that will each have some small amount of healing: goblin psychic warrior, ? druid, warforged artificer. Although they keep threatening to make an "all-Small" party - goblin, gnome, & scout warforged... :\
1. Ability Point Buy - A "tougher campaign" uses 28 points. 4 players x 28 points = 112. Divided by 3 players = 37 & change. Make it 36 to keep the math easy and everyone starts with a 14 in each stat. The PCs are exceptional, but hopefully not outrageous. A few extra spells, a bit of extra damage, but not out of control. And not everything will be a 14, because they're going to want some higher stats which will come at the cost of lower ones.
2. Do the same thing to skill points - multiply by 4/3. Classes with 2 & 4 points get 3 & 5. Those with 6 & 8 get 8 & 10. Again, hopefully enough to cover any "holes" without going overboard and knowing EVERYTHING.
3. Correspondingly, I'd like to take CRs down by 3/4, to keep them from gaining experience too quickly.
So, my question - What do you think? Too much work? Too powerful? Etc. I'm coming at this from someone who's playing in another campaign where I'm one of three (DH & I and another couple, since we live close enough to get together during the week) players and find that we're missing things occasionally. Also, I think right now they're leaning towards a party that will each have some small amount of healing: goblin psychic warrior, ? druid, warforged artificer. Although they keep threatening to make an "all-Small" party - goblin, gnome, & scout warforged... :\