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<blockquote data-quote="Gilladian" data-source="post: 5473686" data-attributes="member: 2093"><p>I have not run or played C&C, but I've run many 2 person adventures and campaigns over the years. I find that usually I end up either letting the PCs hire a couple of henchman fighters and then they run the wizard/rogue/cleric types, or they run a wizard and a fighter and hire a cleric.</p><p></p><p>This gives the PCs a bit more depth of resources than just a pair of characters on their own, who especially at low level, can be very fragile.</p><p></p><p>As far as adapting modules, I suggest cutting monster numbers at least in half, but then keeping the option of having more arrive in a "second wave" in certain situations.</p><p></p><p>IE in sewer they are fighting giant rats; the module called for six of them. Try two, but if the PCs have an easy time of it, a third crawls out of the water in the final round of the fight. That won't work in all situations, of course, but is something to keep in mind. </p><p></p><p>Solo monsters are harder to adapt; look out for massive damage and high AC as potential problems. Fewer PCs means fewer actions per round, and that's dangerous. </p><p></p><p>WotC has/had a lot of free 3.0 and 3.5 adventures and adventure outlines on their site (vicious venues, etc...) that were easy to adapt and usually fairly fun. Also, their map a week column provided very evocative maps that were usually easy to write adventures for, when you're ready to try that.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5473686, member: 2093"] I have not run or played C&C, but I've run many 2 person adventures and campaigns over the years. I find that usually I end up either letting the PCs hire a couple of henchman fighters and then they run the wizard/rogue/cleric types, or they run a wizard and a fighter and hire a cleric. This gives the PCs a bit more depth of resources than just a pair of characters on their own, who especially at low level, can be very fragile. As far as adapting modules, I suggest cutting monster numbers at least in half, but then keeping the option of having more arrive in a "second wave" in certain situations. IE in sewer they are fighting giant rats; the module called for six of them. Try two, but if the PCs have an easy time of it, a third crawls out of the water in the final round of the fight. That won't work in all situations, of course, but is something to keep in mind. Solo monsters are harder to adapt; look out for massive damage and high AC as potential problems. Fewer PCs means fewer actions per round, and that's dangerous. WotC has/had a lot of free 3.0 and 3.5 adventures and adventure outlines on their site (vicious venues, etc...) that were easy to adapt and usually fairly fun. Also, their map a week column provided very evocative maps that were usually easy to write adventures for, when you're ready to try that. [/QUOTE]
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