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<blockquote data-quote="Stormborn" data-source="post: 3895967" data-attributes="member: 14041"><p>Barring a Con game I have never had more than 3 players, and have had only 2 for the last year or so. With 2 players we run 2 PCs each and its generally not a problem, although I would recommend not having two full casters to one player. Picking the right spell for the job can bog things down a little bit when you have too think for two characters. </p><p></p><p>When we had 3 players we just ran 1 PC each, with kindly NPCs to help out, usually in the form of healing. This hasnt been a problem, although I have come to realize that we, both the other DM and myself, tend to overcompensate for fewer players and we wind up where most encounters assume party level +1. </p><p></p><p>If you are running modules I would make sure they aren't too diffiuclt. One designer's </p><p>"for a party of 3rd level" can be vastly different than anothers. Some writers, and companies, seem to assume 5+ party members rather than just 4. Others seem to want to be "ol' skool" even if they don't say so. Just read through them careful. If the players are not terribly experianced then what you might want to do is start them with 1 PC each of 2nd level and throw in either 1 NPC with PC class levels for just about anything other than pure combat or 2 NPC warriors then run them through a decent 1st level adventure. If they succeed dont give them enough XP to level up and then and run them through one for 2nd level and see how they do. By this point you should know if they need to roll up a 2nd PC each or just keep playing as is. </p><p></p><p>I would not run gestalt with inexperianced players. Keeping up with 1 class' abilites can be hard enough when you are new, doubling those can bewilder a new player with too many options each turn. Playing 2 PCs at least splits those choices between two different characters so that things arent so complicated.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3895967, member: 14041"] Barring a Con game I have never had more than 3 players, and have had only 2 for the last year or so. With 2 players we run 2 PCs each and its generally not a problem, although I would recommend not having two full casters to one player. Picking the right spell for the job can bog things down a little bit when you have too think for two characters. When we had 3 players we just ran 1 PC each, with kindly NPCs to help out, usually in the form of healing. This hasnt been a problem, although I have come to realize that we, both the other DM and myself, tend to overcompensate for fewer players and we wind up where most encounters assume party level +1. If you are running modules I would make sure they aren't too diffiuclt. One designer's "for a party of 3rd level" can be vastly different than anothers. Some writers, and companies, seem to assume 5+ party members rather than just 4. Others seem to want to be "ol' skool" even if they don't say so. Just read through them careful. If the players are not terribly experianced then what you might want to do is start them with 1 PC each of 2nd level and throw in either 1 NPC with PC class levels for just about anything other than pure combat or 2 NPC warriors then run them through a decent 1st level adventure. If they succeed dont give them enough XP to level up and then and run them through one for 2nd level and see how they do. By this point you should know if they need to roll up a 2nd PC each or just keep playing as is. I would not run gestalt with inexperianced players. Keeping up with 1 class' abilites can be hard enough when you are new, doubling those can bewilder a new player with too many options each turn. Playing 2 PCs at least splits those choices between two different characters so that things arent so complicated. [/QUOTE]
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