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<blockquote data-quote="Pseudopsyche" data-source="post: 5258190" data-attributes="member: 54600"><p>The Dungeon Master's Guide 2 includes rules and guidelines for creating companion characters: NPCs that can join the party temporarily or indefinitely. These rules are based explicitly on filling out the primary party roles, so you can create a defender companion or a controller companion, etc.</p><p></p><p>Consider changing out the NPCs for each quest. Maybe on one quest, your two PCs are on their own, and on the next, their patron travels with them. A third quest might be an escort mission or involve another adventurer who happens to join them for a time. You could have the players run the companion in combat (by design, they are only about as complex as a monster), while you role play them outside of combat.</p><p></p><p>This approach allows you to experiment with the rules and with different companions, to see what works for your group. Who knows, maybe you'll find that things work perfectly fine with just the two PCs.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 5258190, member: 54600"] The Dungeon Master's Guide 2 includes rules and guidelines for creating companion characters: NPCs that can join the party temporarily or indefinitely. These rules are based explicitly on filling out the primary party roles, so you can create a defender companion or a controller companion, etc. Consider changing out the NPCs for each quest. Maybe on one quest, your two PCs are on their own, and on the next, their patron travels with them. A third quest might be an escort mission or involve another adventurer who happens to join them for a time. You could have the players run the companion in combat (by design, they are only about as complex as a monster), while you role play them outside of combat. This approach allows you to experiment with the rules and with different companions, to see what works for your group. Who knows, maybe you'll find that things work perfectly fine with just the two PCs. [/QUOTE]
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