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Gestalt campaign
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<blockquote data-quote="Herobizkit" data-source="post: 3321873" data-attributes="member: 36150"><p>One important factor to keep in mind is that Gestalt allows characters to be more flexible and a touch more independent than a regular four-man party might be. Regardless of their individual abilities, however, they are still limited to one major action per round.</p><p></p><p>Also, keep a close eye on what kind of character each player is trying to run. Three non-combat/RP-focused Gestalt characters will still crumple under regular encounters as they do not have the manpower to absorb the usual numbers of enemies. On the other hand. three well-rounded Gestalts are still approximately as strong as a regular four-man party and can usually handle regular encounters "as written" without too much tweaking.</p><p></p><p>Keep the game about who the players are and try not to focus too much on what they can do. For the first few adventures, let them go hog-wild and stretch their new Gestalt legs with a few "gimme" combats. Once they realize their abilities and their limitations, you can get back to character/plot development (if you're homebrewing) or on to the next dungeon/area (if you're running modules).</p><p></p><p>For any more specific advice, feel free to ask. I love Gestalt and couldn't dream of playing D&D without these rules.</p><p></p><p>(Oh, and watch out for obvious abuses of the privilege -- I'm looking at Paladin/Monk on that one, although I do like the combo *lol*.)</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3321873, member: 36150"] One important factor to keep in mind is that Gestalt allows characters to be more flexible and a touch more independent than a regular four-man party might be. Regardless of their individual abilities, however, they are still limited to one major action per round. Also, keep a close eye on what kind of character each player is trying to run. Three non-combat/RP-focused Gestalt characters will still crumple under regular encounters as they do not have the manpower to absorb the usual numbers of enemies. On the other hand. three well-rounded Gestalts are still approximately as strong as a regular four-man party and can usually handle regular encounters "as written" without too much tweaking. Keep the game about who the players are and try not to focus too much on what they can do. For the first few adventures, let them go hog-wild and stretch their new Gestalt legs with a few "gimme" combats. Once they realize their abilities and their limitations, you can get back to character/plot development (if you're homebrewing) or on to the next dungeon/area (if you're running modules). For any more specific advice, feel free to ask. I love Gestalt and couldn't dream of playing D&D without these rules. (Oh, and watch out for obvious abuses of the privilege -- I'm looking at Paladin/Monk on that one, although I do like the combo *lol*.) [/QUOTE]
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