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<blockquote data-quote="Iron Sheep" data-source="post: 1588252" data-attributes="member: 4965"><p>My most recent group gradually winnowed down to just two players, due to real life getting in the way (players going off to the middle east, etc), so the players ended up playing two characters each in the campaigns that we were running to give some balance to the party.</p><p></p><p>Campaign 1:</p><p></p><p>Player 1: Half-orc Barbarian, Halfling Arcane Trickster</p><p>Player 2: Human Druid, Dwarven Fighter/Cleric</p><p></p><p>Campiagn 2 (this was Palladium FRP game converted to D&D):</p><p></p><p>Player 2: Pygmy Bard/Rogue, Human Warmage</p><p>Player 3: Kobold Fighter/Rogue, Lizardfolk Cleric with Lizardfolk Sorcerer cohort.</p><p></p><p>It worked pretty well, but there are some general observations that I made:</p><ul> <li data-xf-list-type="ul"> Spontaneous casters work best because you have a lot of paperwork with two characters, so anything you can do to cut it down is good. The player of the Druid and the Fighter/Cleric had to spend a lot of time selecting spells, which was a hassle for her.</li> <li data-xf-list-type="ul"> In both games we had started playing just one character each, and added a second as the group shrank. This meant that we had a character who already had a well defined personality and which we were comfortable playing before we introduced the secondary characters. It also meant that the first characters were more important to the players, as we had more invested in them. Role-playing focused games tended to concentrate on these initial characters, although as the game progressed it evened out a lot.</li> <li data-xf-list-type="ul"> All the characters had distinct personalities, and there was intra-group roleplaying.</li> <li data-xf-list-type="ul"> In both games, both players had a combat oriented character, and a magic-oriented character, and this was a good thing.</li> <li data-xf-list-type="ul"> The cohort in the second game was intended to be the primary arcane caster, but as we hit the early teen levels it became clear that she couldn't do it all, so we introduced the warmage. She became a very good and useful generalist, covering the gaps in the warmage's spell selection.</li> <li data-xf-list-type="ul"> All the players were mature and were out to have fun, so we didn't have problems with each player having their characters do their own thing, or not helping the other out.</li> <li data-xf-list-type="ul"> None of the players were real power-gamers, so we didn't have anyone making killer-combo character pairs.</li> </ul><p></p><p>If I were having a 2 player campaign starting from scratch, I'd seriously look into having gestalt characters, but that does have the problem that you can't decrease the power levels if you have more people join your group.</p><p></p><p>All in all, no real problems, and we had a lot of fun.</p><p></p><p>Corran</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1588252, member: 4965"] My most recent group gradually winnowed down to just two players, due to real life getting in the way (players going off to the middle east, etc), so the players ended up playing two characters each in the campaigns that we were running to give some balance to the party. Campaign 1: Player 1: Half-orc Barbarian, Halfling Arcane Trickster Player 2: Human Druid, Dwarven Fighter/Cleric Campiagn 2 (this was Palladium FRP game converted to D&D): Player 2: Pygmy Bard/Rogue, Human Warmage Player 3: Kobold Fighter/Rogue, Lizardfolk Cleric with Lizardfolk Sorcerer cohort. It worked pretty well, but there are some general observations that I made: [list] [*] Spontaneous casters work best because you have a lot of paperwork with two characters, so anything you can do to cut it down is good. The player of the Druid and the Fighter/Cleric had to spend a lot of time selecting spells, which was a hassle for her. [*] In both games we had started playing just one character each, and added a second as the group shrank. This meant that we had a character who already had a well defined personality and which we were comfortable playing before we introduced the secondary characters. It also meant that the first characters were more important to the players, as we had more invested in them. Role-playing focused games tended to concentrate on these initial characters, although as the game progressed it evened out a lot. [*] All the characters had distinct personalities, and there was intra-group roleplaying. [*] In both games, both players had a combat oriented character, and a magic-oriented character, and this was a good thing. [*] The cohort in the second game was intended to be the primary arcane caster, but as we hit the early teen levels it became clear that she couldn't do it all, so we introduced the warmage. She became a very good and useful generalist, covering the gaps in the warmage's spell selection. [*] All the players were mature and were out to have fun, so we didn't have problems with each player having their characters do their own thing, or not helping the other out. [*] None of the players were real power-gamers, so we didn't have anyone making killer-combo character pairs. [/list] If I were having a 2 player campaign starting from scratch, I'd seriously look into having gestalt characters, but that does have the problem that you can't decrease the power levels if you have more people join your group. All in all, no real problems, and we had a lot of fun. Corran [/QUOTE]
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