Good points. Concentrating more on minions (at least at low levels) or larger groups of lower level creatures (above low levels) may help.jeff0 said:In your case, it might just be suboptimal class choice that was hurting your two PC party. Wizards are at their most effective when there are lots of enemies to blast (i.e. in larger parties). I imagine that a two PC party of a Paladin and a Rogue (or Ranger, or Warlock) would do considerably better.
True, but this is true in every edition of D&D I've played. I didn't find the DMG advice to be very helpful.Mengu said:Two person party doesn't work well with the system. When one of them goes down, you've lost 50% of your resources, which pretty much means the other person is about to go down as well. For a party of 4, one member down only means 25% loss, and the rest can still put up a good fight.
I think ideally, you don't want to play with less than 4, or more than 6 characters. It's possible, and there is advice in the DMG for it, but you pretty much have to change some of your design process for the encounters.
Victim said:The ability to heal as a minor action on a per encounter basis - ie, the leader class - is a huge deal.
...For a small group, I'd start with melee leader with armor or shield feats for tanking and healing power, and then add characters from there.
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Also, having fewer characters is going be especially problematic at low levels. At higher levels, you can make encounters with several lower enemies instead a few equal level guys. At level one or two, you're already pretty much at the floor. Similarly, at very high levels, there will also be trouble because of the proportion of elites and solos.
Good points.
That's why we moved to 3 PCs - one player is playing 2 PCs.frankthedm said:For a 2 Player group, 2 characters each is going to be needed, maybe some hirelings too.
Very good ideas. Thank you.balard said:For 2 players group you have to create the encounter carefully. For a wizard and a paladin, use manly minions and one guy of the right level. Other option is give -8 hp to each monster to compensate the absence of a striker and help things out. And without leaders, the ever needed healing potions are a must. Try to alocate at least 1 per encounter for your players. Like if you want then fighting against 5 encounters that day, put up 5 potions.
But the monster weakening is a good way to balance things. Less hp so the wizard can take many with 2 AoE spells, and the paladin can make kick work with melee attacks.
Good points.Palladion said:Because of the expected balance between the 4 roles (and a party of 5), when you get down below 4 characters there are gaps in the party ability. Be a little more liberal (and encouraging) with potions of healing (when missing a leader), give more terrain advantages (when missing a defender), do not swarm the party (when missing a controller), and try to use less high hit point monsters (when missing a striker).
Interesting idea, but it's not what I'm looking for at the moment. A good chunk of the purpose of this particular game is to teach us the details of 4E.mattdm said:Rather than 2 characters each, one might try the "gestalt" approach — each player has one character, but that character has two classes, getting the powers and features of each, but only one character's worth of actions per turn.