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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: 4521603" data-attributes="member: 4789"><p>After reading replies and doing some math comparisons this is what the wife and I decided on - and I like to play tough characters, and it is solo play, so balance with other players is not really required.</p><p></p><p>Rules for running 2 characters in a 5 character encounter/adventures.</p><p></p><p>Apply Class Template from DMG.</p><p>Character gains an additional Paragon Path, with bonus Powers for Paragon powers as well.</p><p>+2 to All Characteristics</p><p>Half again # of Healing Surges</p><p>Base 2 action points and can use 2 action points in an encounter</p><p>Milestones come after every encounter</p><p>Allows a Third Wind in addition to Second Wind.</p><p></p><p></p><p>Monetary and magic item rewards are using the standard 5 character rewards. This more than doubles equipment and money for the characters, but keeps the party amount the same.</p><p></p><p></p><p>Reasons for Changes - </p><p></p><p>Applying the Template adds hit points, powers and defenses. It allows the filling of 2 roles for each character.</p><p></p><p>Adding in the extra paragon keeps up the number of powers and greater options. Even so, 1 character with template and an additional PP does not match the number of daily or encounter powers that 2 characters have.</p><p></p><p>Adding half again the number of healing surges because the templated character will never have as many hit points as 2 single classed characters – the templated characters will have more hit points than a normal, but not double – so in addition to the fact that the templated characters have a larger healing surge, it isn't as great as 2.5 healing surges of a normal party. Third Wind is for much the same reason. Allows 2 character to take as much damage as 5 in a combat.</p><p></p><p>Action points are increased – a party of 5 gets 5 action points used per encounter. A party of two with 2 starting gets 2 – so they are still behind a normal party.</p><p></p><p>Milestones are after every encounter – this doubles the rate of action point recovery (see above) and also daily magic item usage – again a normal party has 5, the party of 2 (even with doubling) has 4.</p><p></p><p>Even with applying all of these changes, the hit points, healing surges, action points and magic item use are still less than a normal 5 person party. So adding in +2 to all characteristics (which allows for effectively a flat +1 bonus to virtually every roll) seems appropriate</p><p></p><p>These rules should allow a 2 character party to be roughly equal to a 5 character party.</p><p></p><p>If I erred, I erred on the side of too tough, because it is easy to scale back if things are too much.</p><p></p><p>Experience is 2/5s of normal - level progression speed is pretty much the same.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 4521603, member: 4789"] After reading replies and doing some math comparisons this is what the wife and I decided on - and I like to play tough characters, and it is solo play, so balance with other players is not really required. Rules for running 2 characters in a 5 character encounter/adventures. Apply Class Template from DMG. Character gains an additional Paragon Path, with bonus Powers for Paragon powers as well. +2 to All Characteristics Half again # of Healing Surges Base 2 action points and can use 2 action points in an encounter Milestones come after every encounter Allows a Third Wind in addition to Second Wind. Monetary and magic item rewards are using the standard 5 character rewards. This more than doubles equipment and money for the characters, but keeps the party amount the same. Reasons for Changes - Applying the Template adds hit points, powers and defenses. It allows the filling of 2 roles for each character. Adding in the extra paragon keeps up the number of powers and greater options. Even so, 1 character with template and an additional PP does not match the number of daily or encounter powers that 2 characters have. Adding half again the number of healing surges because the templated character will never have as many hit points as 2 single classed characters – the templated characters will have more hit points than a normal, but not double – so in addition to the fact that the templated characters have a larger healing surge, it isn't as great as 2.5 healing surges of a normal party. Third Wind is for much the same reason. Allows 2 character to take as much damage as 5 in a combat. Action points are increased – a party of 5 gets 5 action points used per encounter. A party of two with 2 starting gets 2 – so they are still behind a normal party. Milestones are after every encounter – this doubles the rate of action point recovery (see above) and also daily magic item usage – again a normal party has 5, the party of 2 (even with doubling) has 4. Even with applying all of these changes, the hit points, healing surges, action points and magic item use are still less than a normal 5 person party. So adding in +2 to all characteristics (which allows for effectively a flat +1 bonus to virtually every roll) seems appropriate These rules should allow a 2 character party to be roughly equal to a 5 character party. If I erred, I erred on the side of too tough, because it is easy to scale back if things are too much. Experience is 2/5s of normal - level progression speed is pretty much the same. [/QUOTE]
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