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Running 5E for two players?
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<blockquote data-quote="NotAYakk" data-source="post: 8146976" data-attributes="member: 72555"><p><strong>Big Damn Heroes</strong></p><p></p><ul> <li data-xf-list-type="ul">You gain 1 additional HD (d6 for small races, d8 for medium races, d10 for dwarves and races with heavy build feature).</li> <li data-xf-list-type="ul">You gain 1 additional feat at level 1. (variant human is removed from choice; replace with standard human). Your attribute bonuses at level 1 cannot exceed +2 in a single stat.</li> <li data-xf-list-type="ul">Your HP are based on the max value of the HD, not the rounded up average. So d10 HD means 10 HP/level.</li> <li data-xf-list-type="ul">When you deal damage with a weapon, spell or class feature, add an additional die. So a greataxe deals 2d12, battlemaster damage is +2d8 for 1 die, flame bolt is 2d10 at level 1, etc.</li> <li data-xf-list-type="ul">All attributes increase by 2. Your maximum in attributes also increases by 2.</li> <li data-xf-list-type="ul">Whenever you are healed by magic (except regeneration), you must also expend a HD and you regain that HD in healing as well. If you do not expend a HD, you do not regain HP (but healing magic does return you to 1 HP if unconscious).</li> <li data-xf-list-type="ul">When you cast a spell using a spell slot or a class feature it is considered to be cast using a slot 1 level higher. So a 3rd level fireball does 10d6 damage.</li> <li data-xf-list-type="ul">If you have a 3rd level or higher spell slot, you can cast 1st level spells without expending a spell slot. (do not add 1 to the slot level here)</li> <li data-xf-list-type="ul">If you have 6th level or higher spell slots, you can cast 2nd level spells without expending a spell slot. (do not add 1 to the slot level here)</li> <li data-xf-list-type="ul">If you have 9th level spells, you can cast 3rd level spells without expending a spell slot. (do not add 1 to the slot level here)</li> </ul><p></p><p>2 PCs using these rules can do adventures meant for 3-4, based off my napkin math.</p><p></p><p>[spoiler]Design notes.</p><p></p><p>Point 1 and 2 boost level 1 characters up to about level 2 power level. This reduces the swingyness of Tier 1 (level 1-4), which for small parties is probably needed if you don't want to play with kid gloves. Also feats are awesome.</p><p></p><p>Points 3 and 4 almost double the brute power of characters. Almost double HP, and almost double damage. Static damage isn't increased.</p><p></p><p>Point 5 helps round out utility more than a bit. Lots of class features key off attributes, having a 22 max means you get (for example) more uses of bardic inspiration.</p><p></p><p>Point 6 both boosts healing, and places a limit on it. Later on healers are going to get at-will healing, and by limiting it to HD, we prevent it from getting silly.</p><p></p><p>Point 7-10 prevents spellcasters from being overshadowed by brutes.</p><p></p><p>Point 7's extra slot level with point 4s extra damage die helps damage spells keep up with the double-damage-dice on melee weapons, and makes utility magic stronger. Hold Person hits 2 people right off the bat, for example.</p><p></p><p>Point 8-10 give spellcasters something to look forward to. Note that these don't get the extra slot boost, but do get the extra die. So a level 5 wizard can cast an at-will level 1 magic missile for 2d4+1 times 3 (18), which isn't that much compared to a PAM 20 strength fighter.</p><p></p><p>I went over the level 1-3 spells and the only ones I could find that are abusive repeatedly cast at the levels involved where healing magic. But point 6 keeps that from breaking things.</p><p></p><p>Wizard at-will spells and signature spells get the 1 level buff over these ones. You could consider giving them a bit more.</p><p></p><p>If you want to make it a story event, give 1 and 2 "for free" (I think they are good general houserules). Then in a story event (blessed by the gods? macguffin?) grant the rest.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8146976, member: 72555"] [B]Big Damn Heroes[/B] [LIST] [*]You gain 1 additional HD (d6 for small races, d8 for medium races, d10 for dwarves and races with heavy build feature). [*]You gain 1 additional feat at level 1. (variant human is removed from choice; replace with standard human). Your attribute bonuses at level 1 cannot exceed +2 in a single stat. [*]Your HP are based on the max value of the HD, not the rounded up average. So d10 HD means 10 HP/level. [*]When you deal damage with a weapon, spell or class feature, add an additional die. So a greataxe deals 2d12, battlemaster damage is +2d8 for 1 die, flame bolt is 2d10 at level 1, etc. [*]All attributes increase by 2. Your maximum in attributes also increases by 2. [*]Whenever you are healed by magic (except regeneration), you must also expend a HD and you regain that HD in healing as well. If you do not expend a HD, you do not regain HP (but healing magic does return you to 1 HP if unconscious). [*]When you cast a spell using a spell slot or a class feature it is considered to be cast using a slot 1 level higher. So a 3rd level fireball does 10d6 damage. [*]If you have a 3rd level or higher spell slot, you can cast 1st level spells without expending a spell slot. (do not add 1 to the slot level here) [*]If you have 6th level or higher spell slots, you can cast 2nd level spells without expending a spell slot. (do not add 1 to the slot level here) [*]If you have 9th level spells, you can cast 3rd level spells without expending a spell slot. (do not add 1 to the slot level here) [/LIST] 2 PCs using these rules can do adventures meant for 3-4, based off my napkin math. [spoiler]Design notes. Point 1 and 2 boost level 1 characters up to about level 2 power level. This reduces the swingyness of Tier 1 (level 1-4), which for small parties is probably needed if you don't want to play with kid gloves. Also feats are awesome. Points 3 and 4 almost double the brute power of characters. Almost double HP, and almost double damage. Static damage isn't increased. Point 5 helps round out utility more than a bit. Lots of class features key off attributes, having a 22 max means you get (for example) more uses of bardic inspiration. Point 6 both boosts healing, and places a limit on it. Later on healers are going to get at-will healing, and by limiting it to HD, we prevent it from getting silly. Point 7-10 prevents spellcasters from being overshadowed by brutes. Point 7's extra slot level with point 4s extra damage die helps damage spells keep up with the double-damage-dice on melee weapons, and makes utility magic stronger. Hold Person hits 2 people right off the bat, for example. Point 8-10 give spellcasters something to look forward to. Note that these don't get the extra slot boost, but do get the extra die. So a level 5 wizard can cast an at-will level 1 magic missile for 2d4+1 times 3 (18), which isn't that much compared to a PAM 20 strength fighter. I went over the level 1-3 spells and the only ones I could find that are abusive repeatedly cast at the levels involved where healing magic. But point 6 keeps that from breaking things. Wizard at-will spells and signature spells get the 1 level buff over these ones. You could consider giving them a bit more. If you want to make it a story event, give 1 and 2 "for free" (I think they are good general houserules). Then in a story event (blessed by the gods? macguffin?) grant the rest. [/spoiler] [/QUOTE]
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