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<blockquote data-quote="knightofround" data-source="post: 5284127" data-attributes="member: 27884"><p>My advice would be to make up some kind of gesalt system. And then just make sure that at least one player has a "leader" and the opposite player has a "defender". The second role that each player picks can be more flexible.</p><p></p><p>Normally when you hybrid, there's restrictions placed upon what you can cherry-pick from each class. If you've only got a 2-person party, let them hybrid for free without any penalties -- ie, let them get full class' features, proficiencies, skills, hitpoints, surges, and powers, no questions asked. Also hand wave away implement & weapon requirements on powers.</p><p></p><p>To help with action economy, I'd recommend giving players two initiative counts, thus giving them two turns per round instead of one. If that ends up feeling too superhero-y, alternatively you could make all minor actions free actions, and then give each player an action point per encounter, instead of per milestone. But you'll have to tone down encounters (and xp tables) to compensate...as well as house rule some minor actions.</p><p></p><p>I think these changes will give your some party enough versatility that they should be able to go up against...I haven't had the chance to try them yet, but I think it would be worth a shot =)</p></blockquote><p></p>
[QUOTE="knightofround, post: 5284127, member: 27884"] My advice would be to make up some kind of gesalt system. And then just make sure that at least one player has a "leader" and the opposite player has a "defender". The second role that each player picks can be more flexible. Normally when you hybrid, there's restrictions placed upon what you can cherry-pick from each class. If you've only got a 2-person party, let them hybrid for free without any penalties -- ie, let them get full class' features, proficiencies, skills, hitpoints, surges, and powers, no questions asked. Also hand wave away implement & weapon requirements on powers. To help with action economy, I'd recommend giving players two initiative counts, thus giving them two turns per round instead of one. If that ends up feeling too superhero-y, alternatively you could make all minor actions free actions, and then give each player an action point per encounter, instead of per milestone. But you'll have to tone down encounters (and xp tables) to compensate...as well as house rule some minor actions. I think these changes will give your some party enough versatility that they should be able to go up against...I haven't had the chance to try them yet, but I think it would be worth a shot =) [/QUOTE]
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