LuisCarlos17f
Legend
My advice to play with two PCs simultaneously is at least one of both with some power of telepatic contact to explan the reason because one knows what the other is doing.
This (is the issue). Most D&D groups in which I've played take a - reasonable - amount of time to pass a combat round. More brains per PC means more computing power.In late 2e and certainly 3e, the game became very complex and "analysis paralysis" became an issue, along with speeding up game play.
That's why in both my PF games where I've done this I've made two completely different characters.I will say that on occasions where I've played more than one character, I tend to not "inhabit" either character very deeply. The roleplaying tends to be pretty sparse.
Not to pick on you specifically as I've seen similar sentiments given by several other posters, but:I have not seen 1 player running more than 1 character (other than the rare aberration) since the old school days of having parties of multiple hirelings and henchmen and such. In late 2e and certainly 3e, the game became very complex and "analysis paralysis" became an issue, along with speeding up game play.
This is vital.(And the stipulations given in AD&D against players with multiple characters sharing magical items between then are strictly observed: that way, Bob can't just heap three characters' worth of magical items on whichever one character is going on the adventure that week.)
If I may ask, was this in D&D and if so, what rules or system did you use for said naval combats? (I've tried designing a homebrew system for this and I'm not sure it's the least bit any good, so I'm always on the lookout for ideas)I have also done a variant of this. In big naval battles, I handed out small cardboard cards for every allied ship, to the players. I let them control the movements of their entire fleet this way, and let them roll attacks for those allied ships.