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Advice on running a 4e game for a single player
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<blockquote data-quote="DogBackward" data-source="post: 4348114" data-attributes="member: 50642"><p>I've reworked the Gestalt rules for 4e for just such a game I plan on running for a friend. It's pretty simple, and works easy for 4e;</p><p></p><p><strong>Class Features</strong></p><p>Chose two classes, gaining the class features of both. Things like HP, HP per level, healing surges per day, bonus skills trained and such overlap, choosing the best, while things like actual class features, automatic skills and such are both taken. Some duplicate class features should still overlap. For example, a Paladin//Cleric would still only gain one use of Channel Divinity per encounter, but would have 4 different Channel Divinity powers to choose from.</p><p></p><p>The Gestalt character counts in all ways as being both classes.</p><p></p><p>If you want, you can alow the number of Healing Surges per day gained to stack, to allow for a little more longevity.</p><p></p><p><strong>Powers</strong></p><p>Whenever you would gain one or more powers, you instead gain the same amount of powers from both classes. For example, a first level Paladin//Cleric would have 4 at-will, 2 encounter and 2 daily powers, half from the Paladin list, and half from the Cleric list. However, you still have the same limit on the number of powers you can use per encounter or per day. So, that same 1st level Paladin//Cleric can still only use one encoutner power per encounter, and one daily power per day, but chooses from either of the two powers when he does. At-will powers have no usage limitations, so they can be used whenever, giving that much more versatility.</p><p></p><p><strong>Advancement</strong></p><p>As with the above, any time you would be able to switch out one power for a higher-level power, you can choose to do so for both classes. I'd suggest you stick to just one Paragon Path and Epic Destiny, but it's easy to use those as Gestalt as well.</p><p></p><p><strong>Balance</strong></p><p>This is meant for a group of only one or two players, allowing a DM to use slightly more powerful encounters without having to scale them back quite so far for a smaller group, as well as allowing for more roles to be covered within a small group.</p><p></p><p>I'm figuring every two Gestalt characters might count as a single party member for Exp. calculations, allowing the group to handle more at once. It doesn't increase the power that much, given that there're still limits on actions per round.</p><p></p><p>You might wanna use a slightly higher point buy (24 or 26), to account for the increased MAD. Though that might be too much if your players decied to pick two perfectly complementing classes...</p><p></p><p>Anyway, I haven't gotten a chance to test it out yet, so if you guys could poitn out any glaring problems, that'd be nice. I notice that Strikers especially will be a bit powerful with this, given multiples of their "mark" like abilities. But then, strikers are a little squishy and such, so that should balance it out a bit, since you're not getting the possibility of a Defender's extra longevity.</p><p></p><p>I dunno, I'm gonna try it with a solo character here in a month or two, hopefully it works out. I dunno if you'd wanna try it, but it seems like it could make a solo 4e game a little more interesting; especially for you as a DM, allowing you to use slighty higher numbers of enemies.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 4348114, member: 50642"] I've reworked the Gestalt rules for 4e for just such a game I plan on running for a friend. It's pretty simple, and works easy for 4e; [b]Class Features[/b] Chose two classes, gaining the class features of both. Things like HP, HP per level, healing surges per day, bonus skills trained and such overlap, choosing the best, while things like actual class features, automatic skills and such are both taken. Some duplicate class features should still overlap. For example, a Paladin//Cleric would still only gain one use of Channel Divinity per encounter, but would have 4 different Channel Divinity powers to choose from. The Gestalt character counts in all ways as being both classes. If you want, you can alow the number of Healing Surges per day gained to stack, to allow for a little more longevity. [b]Powers[/b] Whenever you would gain one or more powers, you instead gain the same amount of powers from both classes. For example, a first level Paladin//Cleric would have 4 at-will, 2 encounter and 2 daily powers, half from the Paladin list, and half from the Cleric list. However, you still have the same limit on the number of powers you can use per encounter or per day. So, that same 1st level Paladin//Cleric can still only use one encoutner power per encounter, and one daily power per day, but chooses from either of the two powers when he does. At-will powers have no usage limitations, so they can be used whenever, giving that much more versatility. [b]Advancement[/b] As with the above, any time you would be able to switch out one power for a higher-level power, you can choose to do so for both classes. I'd suggest you stick to just one Paragon Path and Epic Destiny, but it's easy to use those as Gestalt as well. [b]Balance[/b] This is meant for a group of only one or two players, allowing a DM to use slightly more powerful encounters without having to scale them back quite so far for a smaller group, as well as allowing for more roles to be covered within a small group. I'm figuring every two Gestalt characters might count as a single party member for Exp. calculations, allowing the group to handle more at once. It doesn't increase the power that much, given that there're still limits on actions per round. You might wanna use a slightly higher point buy (24 or 26), to account for the increased MAD. Though that might be too much if your players decied to pick two perfectly complementing classes... Anyway, I haven't gotten a chance to test it out yet, so if you guys could poitn out any glaring problems, that'd be nice. I notice that Strikers especially will be a bit powerful with this, given multiples of their "mark" like abilities. But then, strikers are a little squishy and such, so that should balance it out a bit, since you're not getting the possibility of a Defender's extra longevity. I dunno, I'm gonna try it with a solo character here in a month or two, hopefully it works out. I dunno if you'd wanna try it, but it seems like it could make a solo 4e game a little more interesting; especially for you as a DM, allowing you to use slighty higher numbers of enemies. [/QUOTE]
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