Nemesis Destiny
Adventurer
I ran a game for a group of 3 earlier this year, and aside from the game running really fast, things went smoothly. I will say though that you really have to watch action economy, as others have said.
With only 3 PCs, if one spends a round unable to attack for whatever reason, that really hurts. If one goes down, that's pretty critical. This definitely increases "swingyness" again as others have pointed out.
The party I ran the game for included:
Human Paladin
Human Thief
Changeling Pyromancer
All were level 4. They had control, defence, and damage covered well, and half a leader with the paladin's lay on hands.
I nearly TPK'd them with a fight against an Otyugh and two Carrion Crawlers. It was a level-appropriate encounter, but because the CCs were very good at divide-and-conquer tactics, and lots of action denial with their proning and stunning, it was nearly a wipe. And I'd actually dumbed down the stun to be just more damage instead.
I would definitely do as suggested upthread, and if nobody plays a leader, provide some sort of healing to them, either the daily minor action heal that MortalPlague suggested, or a companion character, or letting everyone use their Second Wind as a move or even a minor action.
You might even houserule that everyone gets to use the Heal skill to trigger others' Second Wind as a minor like the L6 skill power Swift Recovery.
Anyway, just more food for thought. Good luck.
With only 3 PCs, if one spends a round unable to attack for whatever reason, that really hurts. If one goes down, that's pretty critical. This definitely increases "swingyness" again as others have pointed out.
The party I ran the game for included:
Human Paladin
Human Thief
Changeling Pyromancer
All were level 4. They had control, defence, and damage covered well, and half a leader with the paladin's lay on hands.
I nearly TPK'd them with a fight against an Otyugh and two Carrion Crawlers. It was a level-appropriate encounter, but because the CCs were very good at divide-and-conquer tactics, and lots of action denial with their proning and stunning, it was nearly a wipe. And I'd actually dumbed down the stun to be just more damage instead.
I would definitely do as suggested upthread, and if nobody plays a leader, provide some sort of healing to them, either the daily minor action heal that MortalPlague suggested, or a companion character, or letting everyone use their Second Wind as a move or even a minor action.
You might even houserule that everyone gets to use the Heal skill to trigger others' Second Wind as a minor like the L6 skill power Swift Recovery.
Anyway, just more food for thought. Good luck.