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*Pathfinder & Starfinder
Any Gestalt rules yet?
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<blockquote data-quote="77IM" data-source="post: 4637627" data-attributes="member: 12377"><p>Here are some quick and dirty rules I posted a while back:</p><p></p><p></p><p>(Note: Instead of half XP, it might be easier to double the XP required for each level. It might also feel more natural that someone with the power of 2 PCs takes 2x as much experience.)</p><p></p><p>To clarify my proposed rule, the PC would get all the class features, proficiencies, defense bonuses, trained skills, powers, hit points, and healing surges of BOTH their classes. Sound sick? Well, that's kind of the point of gestalt. Here are some further considerations:</p><ul> <li data-xf-list-type="ul">These guys will suffer from crazy MAD (multiple ability disorder or multiple ability dependence), unless you pick combos that gestalt particularly well. This is no different from the 3E system, in which the "overlapping" nature of gestalt made some combos more attractive than others.</li> <li data-xf-list-type="ul">I'm not proposing that they get any extra feats. Many feats will be equally useful to "both" classes of the gestalt, because most feats are "always on." I guess I view feats as somewhat independent of the class progression. Likewise magic items.</li> <li data-xf-list-type="ul">Two paragon paths? Sure, why not! But two epic destinies might get too crazy, even for gestalts (epic destinies are already cheese).</li> <li data-xf-list-type="ul">Offensively, a gestalt seems weaker than two characters, because he gets fewer actions. However, he gets some extra action points to compensate, and may have an easier time creating attacks with good synergy (e.g. Sneak Attack with <em>twin strike</em>).</li> <li data-xf-list-type="ul">Defensively, a gestalt seems much stronger than two PCs, because of his ungodly amount of hit points and healing surges, and stacked class defense bonuses, and saving throw bonus. This is slightly mitigated by the fact that the enemy has an easier time flanking, or putting stun/daze/etc on the entire party (because there are fewer targets)</li> </ul><p>The defensive focus of gestalts seems like it may slow down combat. But I think the fact that there are half as many players, and that each one has twice as many encounter and daily powers, means that things should go quickly enough and not become boring.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4637627, member: 12377"] Here are some quick and dirty rules I posted a while back: (Note: Instead of half XP, it might be easier to double the XP required for each level. It might also feel more natural that someone with the power of 2 PCs takes 2x as much experience.) To clarify my proposed rule, the PC would get all the class features, proficiencies, defense bonuses, trained skills, powers, hit points, and healing surges of BOTH their classes. Sound sick? Well, that's kind of the point of gestalt. Here are some further considerations: [LIST] [*]These guys will suffer from crazy MAD (multiple ability disorder or multiple ability dependence), unless you pick combos that gestalt particularly well. This is no different from the 3E system, in which the "overlapping" nature of gestalt made some combos more attractive than others. [*]I'm not proposing that they get any extra feats. Many feats will be equally useful to "both" classes of the gestalt, because most feats are "always on." I guess I view feats as somewhat independent of the class progression. Likewise magic items. [*]Two paragon paths? Sure, why not! But two epic destinies might get too crazy, even for gestalts (epic destinies are already cheese). [*]Offensively, a gestalt seems weaker than two characters, because he gets fewer actions. However, he gets some extra action points to compensate, and may have an easier time creating attacks with good synergy (e.g. Sneak Attack with [i]twin strike[/i]). [*]Defensively, a gestalt seems much stronger than two PCs, because of his ungodly amount of hit points and healing surges, and stacked class defense bonuses, and saving throw bonus. This is slightly mitigated by the fact that the enemy has an easier time flanking, or putting stun/daze/etc on the entire party (because there are fewer targets) [/LIST] The defensive focus of gestalts seems like it may slow down combat. But I think the fact that there are half as many players, and that each one has twice as many encounter and daily powers, means that things should go quickly enough and not become boring. -- 77IM [/QUOTE]
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