Viktyr Gehrig
First Post
I love the Gestalt rules, and I use them in practically every occupational class-based game I run. (They don't work well with Unearthed Arcana's Generic classes or with d20 Modern's attribute classes.)
That said, there are some things I'd immediately suggest:
1) If you're playing with non-standard races, allow racial HD to combine with the race's Favored Class and knock 1 or 2 levels off of anything with an LA of +4 or higher.
2) Do not, under any circumstances, allow the combination of any two manifester classes or the combination of Fighter and Psychic Warrior. Other combinations are more powerful than standard characters-- these combinations are almost always abusive and sickening, even when they're not intended to be.
3) This is more of a flavor thing, but I wouldn't allow full casters of the same type to combine-- no Bard/Wizard, Cleric/Druid, and so on. I don't mind mixed casters, but I see the benefit of the Gestalt rules as flexibility, versatility, and depth-- qualities you lose when you allow characters to simply double their artillery reserves.
4) Get some non-standard base classes into the mix. Gestalt games are more fun when the players have more class combination options to consider. In my game, I'm using 20 base classes from a variety of sources; the more diversity you offer in terms of base classes, the more diversity you'll see in PC abilities.
That said, there are some things I'd immediately suggest:
1) If you're playing with non-standard races, allow racial HD to combine with the race's Favored Class and knock 1 or 2 levels off of anything with an LA of +4 or higher.
2) Do not, under any circumstances, allow the combination of any two manifester classes or the combination of Fighter and Psychic Warrior. Other combinations are more powerful than standard characters-- these combinations are almost always abusive and sickening, even when they're not intended to be.
3) This is more of a flavor thing, but I wouldn't allow full casters of the same type to combine-- no Bard/Wizard, Cleric/Druid, and so on. I don't mind mixed casters, but I see the benefit of the Gestalt rules as flexibility, versatility, and depth-- qualities you lose when you allow characters to simply double their artillery reserves.
4) Get some non-standard base classes into the mix. Gestalt games are more fun when the players have more class combination options to consider. In my game, I'm using 20 base classes from a variety of sources; the more diversity you offer in terms of base classes, the more diversity you'll see in PC abilities.