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4e companion characters to round out party in a single player game
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<blockquote data-quote="LightPhoenix" data-source="post: 6062198" data-attributes="member: 115"><p>The <em>absolute</em> key part of running companion characters is to make them as simple as possible. I like MerricB's suggestion of using average damage; I wish I had done that.</p><p></p><p>When choosing abilities, make sure to choose very simple abilities with few riders. The more complex an ability is, the more difficult it will be to use. In fact, as far as complexity goes I would definitely stick to the PHB1 classes. For controllers, I would avoid anything that requires sustain effects. Wizard works well because they're generally simple and are more controller/striker. For leaders, I would avoid a lot of the secondary riders. Cleric's work well as heal-bots, Warlords allow your son more chances to shine. Defenders should be more tank-like; basically play them like meat-shields. Strikers will help end battles faster.</p><p></p><p>If you've a mind, simple magical items can also be used. I know it's not by the book, but it also doesn't make sense to me that companions don't use them. Certainly potions and such can help (especially if your son goes down). Items with properties work as well, since you don't really need to think about them.</p><p></p><p>Personally, with one player I would only use one companion and scale encounters. Make sure to avoid a lot of disabling status effects. Story-wise, I'd run it as a sort of Gilgamesh/Enkidu dynamic (especially since your son is a berserker), with a bit of Don Quixote/Sancho thrown in for humor.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 6062198, member: 115"] The [I]absolute[/I] key part of running companion characters is to make them as simple as possible. I like MerricB's suggestion of using average damage; I wish I had done that. When choosing abilities, make sure to choose very simple abilities with few riders. The more complex an ability is, the more difficult it will be to use. In fact, as far as complexity goes I would definitely stick to the PHB1 classes. For controllers, I would avoid anything that requires sustain effects. Wizard works well because they're generally simple and are more controller/striker. For leaders, I would avoid a lot of the secondary riders. Cleric's work well as heal-bots, Warlords allow your son more chances to shine. Defenders should be more tank-like; basically play them like meat-shields. Strikers will help end battles faster. If you've a mind, simple magical items can also be used. I know it's not by the book, but it also doesn't make sense to me that companions don't use them. Certainly potions and such can help (especially if your son goes down). Items with properties work as well, since you don't really need to think about them. Personally, with one player I would only use one companion and scale encounters. Make sure to avoid a lot of disabling status effects. Story-wise, I'd run it as a sort of Gilgamesh/Enkidu dynamic (especially since your son is a berserker), with a bit of Don Quixote/Sancho thrown in for humor. [/QUOTE]
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