D&D 5E Suggestions for a 2 player group

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I'm looking for some ideas on what to do for just 2 players that does NOT involve having NPC's with them to "help"

Some of the things I'm already considering:
  • Breather; a short period of rest, 5 min. Able to use 1 hit die for healing
  • Being able to learn or improve specific skills easily with downtime. Things like swimming, balance, or pickpocket as examples.
    • These would improve at 1/2 bonus increments.
    • Be able to self learn / improve or teach each other (within reason)
    • Starting with extras = Int mod x2
  • Backgrounds count as a skill
  • Max HP after 1st level
  • At 0 hp burn a healing hit die (no heal) to keep functioning for 1 + ? con mod? rounds

If you make suggestions keep in mind that I will be going with Theater of the Mind for combat.
 

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An interesting possibility I saw somewhere was that each character gets to choose 2 backgrounds. That way they get access to more skill and tool proficiencies right out of the gate along with more possible connections should they need to call in favours.

But, since not all challenges are overcome with skills and tools there will still be holes in what the party is capable of so I think more than anything it's important for the DM to consider what the party can do and what they can't do when designing adventures. For example if the characters are a rogue and a fighter they will completely lack any magical capability so you might want to be lenient when they try to solve certain challenges. Allow the rogue to sabotage magical traps with thieves tools by damaging the runes, let the fighter disrupt the magical ritual by damaging the crystal focus, leave a potion of flying somewhere in the dungeon so that they can traverse the upcoming canyon, etc.
 

Personally I've never adjusted the rules for a two person (or even single person) group. I tailor the adventure, make sure they have plenty of healing potions and I'm a little more careful on encounter setup (both combat and non combat).

At times there may be allies to help, but only for a short period of time and I'll run them but that's something I do even with a full table.
 

First, what problem are you trying to solve?

You can run a 5E game with two characters no problem. The DM just has to understand the limits and adjust appropriately.

So, are you trying to make a 2 character party;
  • as combat powerful as a 4 character party?
  • as "skilled" or versatile as a 4 character party?
  • Able to carry as much "loot" or equipment?
  • ....?

If it combat power... then don't, imo.
Skills? Do the two backgrounds and or just a bonus 2 skills.
Loot? Give them a Bag of Holding early on or a Quiver of Ehlonna.
 

I agree that for the most part, it's really just adjusting the adventure to account for only two players. About the only things I would change (at least to start) would be to let them select a 2nd background and make drinking a healing potion a bonus action. That gives them more skills to better cope with the lack of characters and makes combat healing a little less punishing.
 

First, what problem are you trying to solve?

No specific problems at the moment, just trying to brainstorm ideas for the most likely ones.
I started D&D with BECMI and continued up to the start of 4th, then took a long break.
I had been thinking of starting up with BECMI, and was looking for general ideas when I found 5e and realized how much I like it.
It would be with my wife and son. Wife has played before, but I'll need to know her character (rule wise) completely. Son is 16 and would his 1st time.
 

You may want to consider using the basic rules first to limit complexity, but I've run mini campaigns for just my wife with no rule changes. I just tailored things a bit to ensure her PC could overcome the obstacles.
 

Embrace the 2-player group! Fewer players opens up a lot more opportunity for role-playing and investigation. Provide and encourage non-combat solutions to problems (like Stealth).

A smaller group does put more responsibility on the DM. You can't just grab a module and go. You have to tailor the campaign to the group. Look for inspiration in stories like Conan and Lankhmar (Fafhrd and Grey Mouser). Urban campaigns would great for a 2-player group.
 

I'm looking for some ideas on what to do for just 2 players that does NOT involve having NPC's with them to "help"
Dang....ya made me roll a Nat 1 on that response. But the UA sidekicks rules!?



But I do like the two background idea though. And Max HP in like the highest HP value for that particular class? *10 for fighter, 12 for barbarians, 8 for bards, etc etc+Constitution modifiers? Cuz that's also a pretty good idea as well
 
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No specific problems at the moment, just trying to brainstorm ideas for the most likely ones.
I started D&D with BECMI and continued up to the start of 4th, then took a long break.
I had been thinking of starting up with BECMI, and was looking for general ideas when I found 5e and realized how much I like it.
It would be with my wife and son. Wife has played before, but I'll need to know her character (rule wise) completely. Son is 16 and would his 1st time.
You'll be fine. When I did something similar years ago the PCs had canine companions that gave them a bit more co.bat staying power, but it's really not needed.

Have fun!
 

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