I find the exact opposite to be the case.You can certainly run the game with just two PCs, but I find this limits the story more than anything...
More directly related with your particular situation, I’d be pretty liberal with handing out healing potions and scrolls with bard or paladin spells on them. Especially crowd-control, healing, and escape spells.So my newbie group is going strong, but by secondary group faltered after a handful of sessions when real life schedules meant we lost 3 players in as many weeks. I made an effort to find some replacements and the remaining players were even willing to start over if necessary, but really liked their current characters (a half-elf bard and a human paladin who have just recently hit 2nd level). Well, the search for players sputtered and I decided that these are two of my oldest friends and I just want to play some D&D with them like the old days (and incorporating them into the newbie group wasn't gonna work), so I decided to continue the game with just the two of them. Hopefully, it will allow for a more freeform and intimate game, as all our playstyles and expectations are similar, so there will be no need for balancing the tastes of different folks.
But still it is D&D and combat is a big part of the game. Short of running a DMPC (which I do not want to do - may occasionally run a guide or ally that comes along but not a regular character), what should I remain aware of? What advice do folks have? How do I keep them challenged but not overwhelmed? Anyone run a game for a pair before? 5e experiences preferred, but any general D&D advice for a small group is also welcome.
But still it is D&D and combat is a big part of the game. Short of running a DMPC (which I do not want to do - may occasionally run a guide or ally that comes along but not a regular character), what should I remain aware of? What advice do folks have? How do I keep them challenged but not overwhelmed? Anyone run a game for a pair before? 5e experiences preferred, but any general D&D advice for a small group is also welcome.
Agreed! While you can't do more epic things due to combat limitations, the roleplay is much more relevant with only a few players. I had a small group of three for a different RPG, and the RP was amazing. Once we added a new player, I found that one of the original players was regaled more to a watcher roll, being overshadowed by the more dominate personalities. I talked to her afterwards, and she simply shrugged and said that the three usually just talked over her during discussion. I made sure to periodically give her character a bit more of specific spotlight to make up for this, which allowed her to speak first (and thus be heard).I find the exact opposite to be the case.You can certainly run the game with just two PCs, but I find this limits the story more than anything,
I find the exact opposite to be the case.
Agreed! While you can't do more epic things due to combat limitations, the roleplay is much more relevant with only a few players. I had a small group of three for a different RPG, and the RP was amazing. Once we added a new player, I found that one of the original players was regaled more to a watcher roll, being overshadowed by the more dominate personalities. I talked to her afterwards, and she simply shrugged and said that the three usually just talked over her during discussion. I made sure to periodically give her character a bit more of specific spotlight to make up for this, which allowed her to speak first (and thus be heard).
As I said, it does limit combat significantly (especially at low levels), but the increase of RP is enhanced. I'm a bit confused by your comment about the bold section, however. Are you referring to one player bullying over the other in order to maximize efficiency or allowing each player to run more than one character? In the first case, this is an issue regardless of number of players, and should definitely be addressed immediately!YMMV of course. shrug
I find it limiting and forces me as the DM to adjust situations, especially combat, which 5E is geared for with a 4-5 PC group.
I find the roleplay is good because it is only two players, so their PCs can take turns sharing the spotlight. Admittedly the one trap you want to emphasize avoiding is when one of the two PCs controlled by the same player becomes truly secondary to the other. I stress trying to keep each PC for a player equally important, but it isn't always easy.