Cloning the PCs for a session

fba827

Adventurer
If my players see this, it's okay if you read this thread -- just let me know that you've read it. However, just don't read the stuff that's specifically noted in the spoiler blocks. Also (my players) keep in mind that I may not even do this, but just keeping it in my backpocket in case things work out this way (or if you think this is a terrible idea then i may not even do this at all).


Brief background: The PCs (potentially) will be sent to do 4 encounters simultaneously, with one PC at each encounter and a clone/avatar/replica/etc of the other PCs with them

i.e.
encounter 1: PC A, clone B, clone C, clone D
encounter 2: clone A, PC B, clone C, clone D
encounter 3: clone A, clone B, PC C, clone D
encounter 4: clone A, clone B, clone C, PC D
(not necessarily in that order, i'll randomly roll at the session to see what order I do the encounters in)

Think of it as turning 4 keys at once to lock something evil away.

Slightly more detail (if my players are here, do not read the spoiler block)
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The PCs might (if they do a certain something) meet a spirit of sorts. This spirit wants something done and wants it done quickly. So if things go the way the spirit wants, he will send the PCs off to do the four tasks simultaneously. And in doing so, will send a clone of each PC along with each PC.
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Mechanically, I want this to be similar to going through 4 encounters in a day, with a short rest inbetween, but not an extended rest. I also want this to be simple since it's only a 'gimmick' being used for one session so it's not worth over-investment.

Previous concepts included:
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Initially, I wasn't going to use clones but instead make a companion style monster for each player to run. But my current group has some people who are not fond of running anything that isn't their own PC as they built it.

So then I switched to the clone idea, I had a long complex thing of how the players should divide up which daily powers are assigned to which clone, etc. But I found I was making it too complex for something that will just be used for one session, and also anything complex might lose the attention span of a player or two if they're tired, etc.
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Current Working Draft

If you are playing a clone, your stats are the same as your regular PC with the following exceptions
1) Clones do not have an action point (done mostly to keep the focus on the non-clone PC and also to avoid the question of milestones, etc since these 4 are happening at the same time)
2) Clones only have 2 surges available (this is from sharing surges with the original PC copy)
3) Clones cannot use magic item powers, though properties continue to function (this is how it's basically done for wildshape and thought it was a good framework to say that the magic items aren't wholly replicated in the clone process, but at the same time, removing them entirely from the clone would cause some weirdness from stats precalcultaed in to PC sheets, so for simplicity, it's easy to say that properties still function)
4) Clones do not have access to the paragon path powers (though features still function)
5) When a clone reaches 0 hp it is destroyed (i.e. not unconscious and can't be revived)

If you're playing your PC, you have all abilities and stats as regular, except he is down 6 surges (that is 2 surges per clone).

Finally, any daily power used by a PC or clone is not accessible to any subsequent PCs or clones. (i.e. if Clone A uses a daily power in encounter 1, then the remaining Clone As and PC A can not use it as if it's already been expended for the day)

I am considering
* Giving each of the clones a minor bonus ability granted as a side-effect of the 'thing' that is cloning the PC (think of it as a clone-racial ability). I don't want to get in to details here in case my players see it.
* If I do the above clone ability, I'm wondering if I should give them each the same ability or make a bunch and let each clone get something new/random from a list thus offering more variety from encounter to encounter.
* I'm considering that the clones full HP total is equal to half the PC's total (and the clone bloodied value is half of that - thus making it similar to how some summoned creatures work).
* I kind of want the 'real' PC of each encounter to be in charge (tactically) of each scenario, thus giving each player a chance to direct how the clones go for that one particular encounter. Should I enforce that mechanically? (i.e. at the start of each clone's turn the PC can tell a short command as a free action, if the clone doesn't do it then he's dazed or something until the end of his next turn?.. or something like that) or should i not enforce it mechanically, and just make it a general statement but let them still have free reign?

Anyway, I know this post comes off like a long ramble, and it is -- apologies for that.

But any thoughts?

Are the basics too complex?

How about the things I am considering, any of that I should do or shouldn't do?

Other/misc thoughts about this?


thanks in advance
 
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Instead of going to extra mechanical work to clone-and-spirit link the PC's, why not lay out all four tasks to the PC's, let them decide which to tackle first, and then have the spirit loop them back in time when they return from the first task so they can tackle the second more-or-less simultaneously?
 

Instead of going to extra mechanical work to clone-and-spirit link the PC's, why not lay out all four tasks to the PC's, let them decide which to tackle first, and then have the spirit loop them back in time when they return from the first task so they can tackle the second more-or-less simultaneously?

Yeah, my thought process was
a) it might offer some variety to do something different while still letting everyone have their PCs
b) it would allow different players a chance to be in charge of an otherwise not-entirely cohesive party, so in a round about way, a team building exercise.

But the more I look at it, the more I think that a certain player or two might either just not like it and complain, or won't get it causing lots of reexplaining and therefore distraction.

So i'll may just scrap the idea of clones as you suggest unless i think of something else

Thanks though!

If anyone else has any thoughts on it, feel free to still speak up.
 

Here's another thought:

Put each PC in charge of a squad, but instead of clones of the PC's, give your players a dozen or so monsters to pick from to fill out each squad.

That way, each player still gets a shot at being the "leader", and each player is always playing something they chose.
 

Depending upon how much time you have in your session, it might be interesting to run all four encounters simultaneously, one round at a time each. So each PC would have 4 versions of themselves. And then have the players share HP+healing surge+daily power tools simultaneously across all four encounters. But each PC in each encounter gets all full round of actions, and a full set of encounter powers. Because everything is happening simultaneously, the PCs know what happened in the previous "encounter" so you could heal damage done dealt in the previous one.

You'd just need to make sure that the NPCs are set at different initiative orders so a PC doesn't get single-round KOed by all four encounters mauling a single PC at the same time. You can be cautious too, by making all the encounters level or lower than the party...and if its too easy, toss in some reinforcements.

Course, that doesn't really have the "team building exercise" aspect to it...just a cool idea you inspired =)
 

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