TarionzCousin
Second Most Angelic Devil Ever
I'llJack Simth said:5) Look for active/passive combos.
You've only got so many actions a round. In general, you'll want one side of your Gestalt to be "active" - cast spells, swing sword, and so on - and the other side to be "passive" - grant saves, AC, SR, HP, or whatever.
I'm in the same gaming group with Drowbane, and in the year we've been playing, we've gotten addicted to gestalt. It adds another dimension to D&D: uber-power.
I have run a dozen sessions for gestalt characters at levels 12-13, and I think I've learned a few new things about DM'ing gestalt:
1. The PC's are very efficient at killing my monsters.
2. The PC's are rather hard to kill. They don't have obvious weaknesses and they are skilled at surviving.
3. It's still D&D and just as fun, if not more so. Everyone has more options, including the DM.
4. I can DM "with the gloves off," so to speak. I don't have to hold much back.
5. Nearly all of the monsters I've used have been customized, either built from scratch or heavily modified.
Rather than building encounters around CR, I've just tried to come up with ways that the monsters can damage the PC's. High saves, Multiple Energy Resistances/Immunities, Spell Resistance, and High AC are omnipresent with our group. I have a chart that tells me all sorts of things about the PC's (Crunch) to glance at when designing game sessions. Using this chart, I know not to build mooks with fire-based attacks since everyone is immune to fire, for example.
Good luck!
