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<blockquote data-quote="babinro" data-source="post: 5199965" data-attributes="member: 67482"><p>With exception of curious people wanting to try out 4E, I've always had small groups to DM with. 2 players plus myself as DM. After playing in this fashion for almost two years it is highly recommended each player takes up two fully built PC's. </p><p></p><p>Having a smaller party greatly limits the games PC synergies and strategies. It limits creative combo's of monsters within encounters as well. A party of 4 shouldn't feel like that have to cover all roles in the game for it to run properly. I've seen games without a controller, and other games without a defender role. Both ran perfectly fine without my needing to adjust monsters in the least bit. The only role I'd consider essential is some kind of Leader to prevent really easy character deaths. </p><p></p><p>Feel free to ease the players into their characters as running two at a time can be overwhelming based on their experience with 4E. For example, start the campaign by running a very short adventure with each PC playing one of their characters. Another very short adventure with the other characters. Then see to it they meet up and the game will run quite smoothly. </p><p></p><p>I highly recommend condensing character sheets to one page for quick reference of powers/magical item uses/racial powers...while at the same time having a proper sheet on hand in case you need to reference exact wording for rulings. Players running two characters will take longer to take turns in general, materials to speed up the game are highly beneficial. </p><p></p><p>Examples: At-Wills: EomNT= End of my Next Turn</p><p>Ardent Strike: Melee: +7 vs AC: 1d10+5 and sanctioned till EomNT <can charge> </p><p>Thunderwave: Close Blast 3: Creatures: +5 vs Fort: 1d6+4 thunder, push 2.</p></blockquote><p></p>
[QUOTE="babinro, post: 5199965, member: 67482"] With exception of curious people wanting to try out 4E, I've always had small groups to DM with. 2 players plus myself as DM. After playing in this fashion for almost two years it is highly recommended each player takes up two fully built PC's. Having a smaller party greatly limits the games PC synergies and strategies. It limits creative combo's of monsters within encounters as well. A party of 4 shouldn't feel like that have to cover all roles in the game for it to run properly. I've seen games without a controller, and other games without a defender role. Both ran perfectly fine without my needing to adjust monsters in the least bit. The only role I'd consider essential is some kind of Leader to prevent really easy character deaths. Feel free to ease the players into their characters as running two at a time can be overwhelming based on their experience with 4E. For example, start the campaign by running a very short adventure with each PC playing one of their characters. Another very short adventure with the other characters. Then see to it they meet up and the game will run quite smoothly. I highly recommend condensing character sheets to one page for quick reference of powers/magical item uses/racial powers...while at the same time having a proper sheet on hand in case you need to reference exact wording for rulings. Players running two characters will take longer to take turns in general, materials to speed up the game are highly beneficial. Examples: At-Wills: EomNT= End of my Next Turn Ardent Strike: Melee: +7 vs AC: 1d10+5 and sanctioned till EomNT <can charge> Thunderwave: Close Blast 3: Creatures: +5 vs Fort: 1d6+4 thunder, push 2. [/QUOTE]
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