D&D 4E Has anyone seen/heard anything concerning Gestalt characters in 4E?

Having just looked at the Class Template section, I think if you used the template like you would a second class definition, and did similar to the 3.x UA Gestalt rules, you'd get about the same effect... I.e. take the higher of the two class HP values, higher of the individual defense bonuses, higher of surge counts and values, all the class abilities, give all the 'default' class skills then pick additional skills of the highest amount from the 2 classes, and let them pick a couple extra powers from the template class (the DMG has rules for how many and what levels for templates).

You still suffer from MAD, depending on class choice; so you might consider upping the initial point buy a fair amount, enough to have a couple 18s, maybe. But otherwise, you end up with a similar idea; they have a few more encounter/daily powers than they 'should' and more versatility, but hp/AC/def should still be within normal range for the level, though on the high side. The 'economy of actions' means that within a given turn, they'll still only get 2 turns, not 5, but a boost to their action points might solve some of that, and it was true in 3.5 also, so you might be used to allowing for it already.

I may end up running a low-player-count game myself, and I'll probably do this. The typed bonuses will mean some things don't stack that might break the game. The big things are that they will be on the tough side, very versatile, and have a little more 'oomph' due to extra encounter and daily powers. On the down side, you may end doing lots of 'drop the sword and grab the wand' kinda things, MAD issues, and the 'economy of actions' means there will be a lot more actions done by the enemy than by them. Elite/solo mobs solve this by having reactives and a metric ton of hp. That might be too far to go for PCs. If I get too many TPKs I'll adjust hp more, I suppose.
 

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Zurai said:
My suggestion for Gestalt:

Pick two classes. You get the highest HP and Defense bonuses from those two classes. You get all Class Features of both classes. Whenever you are allowed to pick a Power, you may pick a Power of the appropriate level from either class.

It's a little weaker than 3.5 Gestalt, but it's still more powerful than plain characters and preserves the versatility advantage.


Me Likey - I was going conservative for my approach. I tend to try and not to houserule really strongly early in a game, until I understand it. :)
 

The easiest approach seems to be to open page 182 of the monster manual and use the resented Class Templates on PCs.
This will give the characters
- more hit points
- improved defenses
- improved saves
- an extra action point
- more trained skill based on class chosen

1 extra at-will power of that class
1 extra encounter power of that class (2 at level 11+, 3 at level 21+)
1 extra daily power of that class (2 at level 11, 3 at level 21+)
1 extra utility power of that class (2 at level 11, 3 at level 13th).

Modifications I'd suggest:
- instead of giving an extra action point, hand them out faster. Maybe a milestone should simply come every level, and maybe PCs are also allowed to spend two per combat.

- I would recommend against giving many extra skills. My suggestion is probably expand the initial class skill list and add 2 skills to be trained in.

In addition, I'd suggest that whenever a character gains a new class power from his "real" class, he can also select a power (he doesn't have yet) from the second class.

End effect should be that you have a PC that's worth approximately 2 PCs.
 

Zurai said:
My suggestion for Gestalt:

Pick two classes. You get the highest HP and Defense bonuses from those two classes. You get all Class Features of both classes. Whenever you are allowed to pick a Power, you may pick a Power of the appropriate level from either class.

It's a little weaker than 3.5 Gestalt, but it's still more powerful than plain characters and preserves the versatility advantage.

This is the best way to go as this is generally how Gestalt characters were made in 3.x Luckily the way enoucounters are handled now only have two party members isn't that big a deal.
Options
1 Eleet
2 Standard
1 Standard and 4 Minions
8 Minions

and the encoutner should be balanced.
Of course just letting them each play 2 PCs outright would also work.
 


Mustrum_Ridcully said:
The easiest approach seems to be to open page 182 of the monster manual and use the resented Class Templates on PCs..

Make them all Magma Beasts??

EDIT: Site is really lagging for me, I had typed this before the last guy. ;)

dasheiff said:
This is the best way to go as this is generally how Gestalt characters were made in 3.x Luckily the way enoucounters are handled now only have two party members isn't that big a deal.
Options
1 Eleet
2 Standard
1 Standard and 4 Minions
8 Minions

and the encoutner should be balanced.
Of course just letting them each play 2 PCs outright would also work.

A combat entirely populated by minions is essentially handing out XP. I would never recommend that. Minions, by definition, are not supposed to be stand alone creatures.

And, while opinions differ on this, playing two PCs by yourself takes away from the experience. It's almost like DM vs. DM. Or, in your case, DMs vs. DM.
 
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