What?
I love the Gestalt system, but come on... specifying that the PCs must be gestalt to fight against an enemy is ridiculous. PCs fight against demons, dragons, and beasties way beyond themselves... and they never seem to have an issue with that. A character who gains (in this case) monk's advancement, fighter's feats, a d10, saves, and no real 'oomph' (woohoo! I am considered an outsider and can jump high!) . . . well, it just doesn't seem to be so worldshattering.
And to accuse the poor guy of making a 'poorly planned' game because he wants to make the last villain in the game hard for the PCs... Ehh, I don't know what game we're even playing anymore.
Slainte,
-Loonook.
Well I'm no longer playing 2nd ed - where the rules were "different" for the monsters then they were for the PCs.
That is one of the things about 3.5 that has caused most of the "discussion" over the years, the fact that the "rules" are the same for everyone at the table.
I did not say they needed to be gestalt in order to equally fight the NPC (that is not what I intended). What I meant was that the same rules should apply to both sides - and if the NPC is gestalt then the PCs should have had the option to be too. And the information on using gestalts in a game pretty much relies on everyone being on the same playing field because they are more powerful than non-gestalts are. In fact from UA (pg 72):
This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.
And the very first sentence of the section states:
In this high-pwered campaign variant. . .
Note the use of the text "campaign variant" which strongly implies that this is an across the board thing and not a specific character variant.
And pg 75 :
With this variant, such "standard" D&D characters don't exist.