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<blockquote data-quote="Lanefan" data-source="post: 4717544" data-attributes="member: 29398"><p><strong>Playing multiple characters simultaneously</strong>:</p><p></p><p>Both as DM and player, I'm all for it; for a number of reasons:</p><p></p><p> - there's room to try an oddball class now and then (Bard, Monk: I'm looking at you) without ruining the party makeup</p><p> - if one dies (and it will) you've still got the other to play</p><p> - one or two characters removed from combat doesn't screw the party over</p><p> - the potential for in-party dynamics (conflict, romance, etc.) expands logarithmically with each added character</p><p> - bigger parties mean the DM can get more creative with the numbers and types of opponents</p><p></p><p>As player, I usually prefer to have one somewhat-simple front-liner (Fighter, Ranger, Cavalier) and one more complex spellcaster type (Wizard, Druid, or some variant) running together. Two front-liners can get a bit dull, and two back-liners can get to be a bit overwhelming at anything higher than very low level.</p><p></p><p>In most cases, I cap it at two characters each in a party; rarely, someone will end up playing three or extremely rarely four (example: player x has two characters in a party that ends up rescuing a third one).</p><p></p><p>That said, and having done both, it's easier in 1e than it is in 3e; and by a lot</p><p>(can't speak for 2e or 4e, having played neither).</p><p></p><p><strong>Having multiple characters in the game world</strong>:</p><p></p><p>I'm even more in favour of this! Reasons:</p><p></p><p> - you can cycle characters in and out to suit the party needs and-or your own interests at the time</p><p> - the overall level advancement rate is slowed (the ExP are being spread among more characters) making the sweet spot last longer</p><p> - the "inactive" characters can form secondary parties of their own and go off adventuring, adding depth to the game and allowing they and the DM to advance plot points that might otherwise get ignored</p><p> - if an active one dies permanently or otherwise has its career cut short, there's a replacement readily available (important in games where char-gen is a headache)</p><p></p><p>The above are true for any edition.</p><p></p><p>There's a bit of extra work for the DM here: every now and then you need to sit down with the player(s) and catch their retired characters up. I usually do this outside the main sessions, often over a beer in the pub.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4717544, member: 29398"] [B]Playing multiple characters simultaneously[/B]: Both as DM and player, I'm all for it; for a number of reasons: - there's room to try an oddball class now and then (Bard, Monk: I'm looking at you) without ruining the party makeup - if one dies (and it will) you've still got the other to play - one or two characters removed from combat doesn't screw the party over - the potential for in-party dynamics (conflict, romance, etc.) expands logarithmically with each added character - bigger parties mean the DM can get more creative with the numbers and types of opponents As player, I usually prefer to have one somewhat-simple front-liner (Fighter, Ranger, Cavalier) and one more complex spellcaster type (Wizard, Druid, or some variant) running together. Two front-liners can get a bit dull, and two back-liners can get to be a bit overwhelming at anything higher than very low level. In most cases, I cap it at two characters each in a party; rarely, someone will end up playing three or extremely rarely four (example: player x has two characters in a party that ends up rescuing a third one). That said, and having done both, it's easier in 1e than it is in 3e; and by a lot (can't speak for 2e or 4e, having played neither). [B]Having multiple characters in the game world[/B]: I'm even more in favour of this! Reasons: - you can cycle characters in and out to suit the party needs and-or your own interests at the time - the overall level advancement rate is slowed (the ExP are being spread among more characters) making the sweet spot last longer - the "inactive" characters can form secondary parties of their own and go off adventuring, adding depth to the game and allowing they and the DM to advance plot points that might otherwise get ignored - if an active one dies permanently or otherwise has its career cut short, there's a replacement readily available (important in games where char-gen is a headache) The above are true for any edition. There's a bit of extra work for the DM here: every now and then you need to sit down with the player(s) and catch their retired characters up. I usually do this outside the main sessions, often over a beer in the pub. Lanefan [/QUOTE]
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