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General Tabletop Discussion
*Pathfinder & Starfinder
2 characters instead of 5 - opinionis requested.
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<blockquote data-quote="Lord Mhoram" data-source="post: 4514090" data-attributes="member: 4789"><p>Basic question is – what kind of rules changes need to be made to let a two (or maybe 3) character party be roughly equivalent to a 5 character party.</p><p></p><p>Reason for the question in rather odd. The wife is going to GM me solo, but because of work and school time constraints is planning to use published modules, with very minor adjustments. I don't want to run more than 2 characters, three at the outside. Personalities blend, I lose track of stuff during role playing and other such things when playing more than that. So please no comments of "find other players", "Adjust the adventure", or "play online".</p><p></p><p>So to play solo, I need to run smaller groups, and have the roles covered with fewer characters – so increase in power and something like Gestalt Characters is needed.</p><p></p><p>This is what I am thinking:</p><p></p><p>Apply the class template from page 182 of the DMG to the characters. This makes them Dual classed and ups hits and defenses. Combats last longer, but more actions with more powers from fewer characters seems about right. </p><p></p><p>The character can get a “free” multiclass – i.e. No feats spent, and the full heroic and paragon multiclass stuff – but no extra powers, just extra power choices.</p><p></p><p>And then normal paragon and epic stuff for main classes.</p><p></p><p>Also thinking an extra action point, and/or higher beginning ability scores. Maybe one level higher than recommended. Needless to say, experience received is halved.</p><p></p><p>Any advice or ideas on how two characters can run and survive an adventure set for Five characters is greatly appreciated.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 4514090, member: 4789"] Basic question is – what kind of rules changes need to be made to let a two (or maybe 3) character party be roughly equivalent to a 5 character party. Reason for the question in rather odd. The wife is going to GM me solo, but because of work and school time constraints is planning to use published modules, with very minor adjustments. I don't want to run more than 2 characters, three at the outside. Personalities blend, I lose track of stuff during role playing and other such things when playing more than that. So please no comments of "find other players", "Adjust the adventure", or "play online". So to play solo, I need to run smaller groups, and have the roles covered with fewer characters – so increase in power and something like Gestalt Characters is needed. This is what I am thinking: Apply the class template from page 182 of the DMG to the characters. This makes them Dual classed and ups hits and defenses. Combats last longer, but more actions with more powers from fewer characters seems about right. The character can get a “free” multiclass – i.e. No feats spent, and the full heroic and paragon multiclass stuff – but no extra powers, just extra power choices. And then normal paragon and epic stuff for main classes. Also thinking an extra action point, and/or higher beginning ability scores. Maybe one level higher than recommended. Needless to say, experience received is halved. Any advice or ideas on how two characters can run and survive an adventure set for Five characters is greatly appreciated. [/QUOTE]
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2 characters instead of 5 - opinionis requested.
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