D&D 4E 4e Gestalt

Pheonix0114

Explorer
Hi, I know this is my first post and this may be kinda rude, and that there are other rules on this site for Gestalt Characters in 4e, but I made my own set of rules that I think make more sense. I included and attachment for anyone who wants to download the rule and browse there, but I will try my best to post them with a good format within the post.

  • Class Features: Characters gain all Class Features of each Class. Any restriction to the Class Features still apply (e.g. Rogues can still only use sneak attack with Light Blades, Hand Crossbows, Shortbows, or Slings) unless some other already in place thing says otherwise (e.g. Versatile Duelist). Any class features that modify the same thing stack (e.g. A Fighter’s One Handed Weapon Talent would stack with a Rogue’s Rogue Weapon Talent to give the character a +2 to hit with daggers)
  • Channel Divinity: If both of a Character’s Classes grant the Channel Divinity Class Feature the Character can use Channel Divinity twice per Encounter, once for the Channel Divinity Powers of each Class
  • HP: At Level 1 Characters have HP equal to their Constitution Score + the number of HP given by the Class that gives the highest hp + ½ of the HP of the Class that gives the least HP, rounded down. At subsequent Levels you gain the HP per Level of the higher HP Class and ½ the HP of the lower HP Class, rounded down.
  • Surges per Day: Characters have Surges per Day equal to the Surges their Class with the highest number of Surges has.
  • Defenses: Gain bonus to each Defense equal to the Class that gives you the highest bonus in that Defense + ½ the bonus of the Class that gives you the lower bonus in that Defense, rounded down. (Reason for this, if two classes give +2 to the same defense you get a +3 which helps deter people trying to get a bonus to every Defense instead of playing what they want to play.)
  • Proficiencies: Characters are Proficient with anything that either class is Proficient with.
  • Action Points: Characters have one Action Point available each Encounter. If they have an ability that lets them spend more than one Action Points in an Encounter they can use two during that Encounter.
  • Skills: Characters treat every Class Skill from each Class as Class Skills. Any Skill that one of the Character’s Classes forces them to train in is automatically trained for the Character, and if both of a Character’s Classes force you to train the same Skill treats it as if the Character took Skill Focus in that skill (+3 misc bonus). At Level 1 Characters gain training in the number of Skills equal to the number of Skills the Class with the highest number of trained Skills can train in + ½ the number of Skills the class with the lower number of Skills can train in, rounded down.
  • Ability Scores: Use Elite Array: 18, 18, 16, 16, 14, 12. At any time 2 Ability Scores would be increased by +1 the Character may increase 3 instead.
  • Feats: At Levels 1, 4, 8, 14, 18, 24, and 28 Characters gain 2 Feats instead of one. If both of a Character’s Classes grant the same Feat the Character can choose an additional Feat as per the DM’s discretion.
  • Languages: The Character gains the ability to Speak/Read/Write in 1 extra Language at Level 1, Abyssal and Supernal are still disallowed for First Level Characters.
  • Powers:
  • At-Will: Choose 3 At-Will powers at Level 1, 2 from one Class of the Player’s choice, 1 from the other Class.
  • Encounter: Normal Advancement, choosing powers from either class, with the following changes.
  • Level 1: Gain 1 Encounter Attack Power from each Class
  • Level 4: Gain 1 Encounter Attack Power of this Level or lower from either Class.
  • Level 8: Gain 1 Encounter Attack Power of this Level or lower from either Class.
  • Level 14: Replace 1 Encounter Attack Power
  • Level 18: Replace 1 Encounter Attack Power
  • Level 24: Replace 1 Encounter Attack Power
  • Level 28: Replace 1 Encounter Attack Power
  • Daily: Normal Advancement, choosing powers from either class, with the following changes.
  • Level 1: Gain 1 Daily Attack Power from each Class
  • Level 10: Gain 1 Daily Attack Power from either Class
  • Level 20: Replace 1 Daily Attack Power
  • Level 30: Replace 1 Daily Attack Power
  • Utility: At any Level where Characters gain Class Utility Powers Character gains 1 Utility Power from Each Class.
  • Paragon Path: Characters choose one Paragon Path as normal.
  • Epic Destiny: Characters choose one Epic Destiny as normal.
  • Background: Characters gain all associated Skills as Class Skills and gain a +2 bonus to Checks with that Skill. Characters also gain all Languages associated with the Background and any other conferred bonus. Characters *MUST* roleplay their Background and not just Min/Max with it.

The reason for the increase in HP and give players the per encounter action point is to help balance out the huge loss of total party hp and damage gestalt characters create, hopefully bringing them closer to 1.5-2 character equivalents. Any feedback would be appreciated.
 

Attachments


log in or register to remove this ad

I like it :) I run an adventure with only two PCs, so this might be good for them (and let me stop worrying about swamping them with 4 or more enemies).
 

Thanks

I created it over holiday, one of my players spent the break with me and wanted to play, so I came up with a system that allowed it and then, with the infamous DMPC, she and I set out on a quest. The balance is still odd, but you get used to it as a dm.
 

Did you work out how much you could bump up the experience limits for an encounter? Like a 70% increase or something? Not quite exactly doubling the party's powers, since there's still only one set of actions each, per turn.
 

I haven't been able to get alot of testing in yet, but 2 characters built this way were able to take on encounters with an XP budget of 4 players as long as the encounter wasn't designed too tactically. The per encounter action point really helps things out.
 

Action economy is a central theme finding ways to grant more actions like allowing a basic attack as a minor to gestalt characters... I have heard helps.
 

Action economy is a central theme finding ways to grant more actions like allowing a basic attack as a minor to gestalt characters... I have heard helps.
That sounds like a good idea, would pump up the damage of the characters, if I end up finding them out of shape on damage I'll try implementing that.
 

The other thing is that you're giving them more actual powers than a normal PC, so an extra action would give them a chance to use some of that.
 

So far the action point per encounter works really well, letting them use most, if not all, of their encounter powers in a standard encounter, and with fights getting progressively longer as they continue to gain power I don't expect that to really change.
 

Since you get 1 "Bonus" Encounter Power and 1 "Bonus" Daily Power, how about making those "floaters," they float upwards as you level, with the caveat that you can have, at most, 1 Encounter/Daily power of any level from each class? (For example, a level 5 Fighter/Rogue could have a 1st level Fighter daily, a 1st level Rogue daily, and 5th level daily from either class OR a 5th level Fighter daily, a 5th level Rogue daily, and a 1st level daily from either class)
 

Remove ads

Top