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<blockquote data-quote="jbear" data-source="post: 5426947" data-attributes="member: 75065"><p>I don't know of any adventures designed for only 2 PCs. My recommendation would be to have each player run a main PC with a companion character. Rules for companion characters is in the DMG2 unfortunately which you don't have access to. But basically it is fairly similar to having them run a character with the complexity of a monster. For example each of them could have a Grey Wolf companion. Basically reskin any monster of the same level (except a minion) to your liking and you have a companion character. Extremely simple for your players to run and it means you can nearly run those adventures you mentioned as is. I'm sure someone here on the boards will be able to help you when it comes time to levelling up the companion character if you don't want to get the DMG2 or a subscription which will give you access to the monster builder (fantastic tool)</p><p>.</p><p></p><p></p><p>Need? I don't think so. Buy books only on a 'want to' basis. Monster Vault is a very good investment. It comes with a double sided poster map, a 4th level adventure and 12 sheets of gorgeous monster tokens of all sizes, as well as very well designed, stream lined, hard hitting monsters accompanied by some very good descriptions. That would be the first thing on my list if I was you.</p><p></p><p></p><p></p><p>Monster Damage is a major change which affects the game in a major way. This may be a difficult decision for you with only 2 pcs. At low levels you won't notice it so acutely. By 5th level the difference is increasingly more apparant. </p><p></p><p>This increase has added a faster, more brutal dynamic to combat. Having the </p><p>limitation of PHB only classes some of those in there like the paladin will lag behind others. The paladin came into its own with the release of Divine Power. Others might say the same about the warlock and the possibly the wizard. You'll still be able to build perfectly functional characters. Many of the best options available to these classes remain in the PHB. I don't know. Your call. There are other ways to avoid grindy combat than increasing monster damage.</p><p></p><p></p><p></p><p></p><p>I would expand according to your player's classes. If you have a fighter, get Martial Power. If you have a cleric, get Divine Power. The errata as it stands available for each book corrects most of the issues you will ever come across.</p><p>As for DM material ... where do you want your campaign to go after running the adventure modules you have?</p><p></p><p>4. Various rules/RP questions:</p><p> </p><p></p><p>Yes. But having your players saying I search again until they find something is not much fun for anyone. I am learning to deal with perception myself. What I am beginning to learn is that its more fun to have players find stuff but not know exactly what it is they have found as opposed to just hiding stuff and not revealing it because they didn't roll high enough. This requires however a very sharp imagination or very extensive pre-planning. Pre-made modules might be limited in this way, so you may want to work on them as though they were a base for you to build your own ideas upon. </p><p></p><p></p><p></p><p>Yes javelins are recoverable. Magical Javelins actually fly back into the thrower's hand. So you don't even have to pick them back up off the floor. Hopefully though if you've thrown them, they'll be sticking out of the enemy, not on the floor <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I think that depends on you. Are you going to penalise them for releasing him by having him come back to bite them on the arse? If you do, they will be forced to take measure to make sure that doesn't happen. How about a quick and painless death? Tied up until the adventure is over and then released? Tied up and pushed in front of them with a pole to set off traps? Hehehe ... Anyway, the players will have to decide that. And they will probably do that based on the consequences of the last time they did it.</p></blockquote><p></p>
[QUOTE="jbear, post: 5426947, member: 75065"] I don't know of any adventures designed for only 2 PCs. My recommendation would be to have each player run a main PC with a companion character. Rules for companion characters is in the DMG2 unfortunately which you don't have access to. But basically it is fairly similar to having them run a character with the complexity of a monster. For example each of them could have a Grey Wolf companion. Basically reskin any monster of the same level (except a minion) to your liking and you have a companion character. Extremely simple for your players to run and it means you can nearly run those adventures you mentioned as is. I'm sure someone here on the boards will be able to help you when it comes time to levelling up the companion character if you don't want to get the DMG2 or a subscription which will give you access to the monster builder (fantastic tool) . Need? I don't think so. Buy books only on a 'want to' basis. Monster Vault is a very good investment. It comes with a double sided poster map, a 4th level adventure and 12 sheets of gorgeous monster tokens of all sizes, as well as very well designed, stream lined, hard hitting monsters accompanied by some very good descriptions. That would be the first thing on my list if I was you. Monster Damage is a major change which affects the game in a major way. This may be a difficult decision for you with only 2 pcs. At low levels you won't notice it so acutely. By 5th level the difference is increasingly more apparant. This increase has added a faster, more brutal dynamic to combat. Having the limitation of PHB only classes some of those in there like the paladin will lag behind others. The paladin came into its own with the release of Divine Power. Others might say the same about the warlock and the possibly the wizard. You'll still be able to build perfectly functional characters. Many of the best options available to these classes remain in the PHB. I don't know. Your call. There are other ways to avoid grindy combat than increasing monster damage. I would expand according to your player's classes. If you have a fighter, get Martial Power. If you have a cleric, get Divine Power. The errata as it stands available for each book corrects most of the issues you will ever come across. As for DM material ... where do you want your campaign to go after running the adventure modules you have? 4. Various rules/RP questions: Yes. But having your players saying I search again until they find something is not much fun for anyone. I am learning to deal with perception myself. What I am beginning to learn is that its more fun to have players find stuff but not know exactly what it is they have found as opposed to just hiding stuff and not revealing it because they didn't roll high enough. This requires however a very sharp imagination or very extensive pre-planning. Pre-made modules might be limited in this way, so you may want to work on them as though they were a base for you to build your own ideas upon. Yes javelins are recoverable. Magical Javelins actually fly back into the thrower's hand. So you don't even have to pick them back up off the floor. Hopefully though if you've thrown them, they'll be sticking out of the enemy, not on the floor :) I think that depends on you. Are you going to penalise them for releasing him by having him come back to bite them on the arse? If you do, they will be forced to take measure to make sure that doesn't happen. How about a quick and painless death? Tied up until the adventure is over and then released? Tied up and pushed in front of them with a pole to set off traps? Hehehe ... Anyway, the players will have to decide that. And they will probably do that based on the consequences of the last time they did it. [/QUOTE]
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