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<blockquote data-quote="Esker" data-source="post: 7856151" data-attributes="member: 6966824"><p>I agree with earlier posters that if it is a homebrewed campaign, you don't necessarily need to do anything to the rules, just adjust the adventure. If you are trying to play a pre-written module, you could just have the PCs be higher level than what it's written for. That said, two high level PCs are not as powerful as four lower level PCs in most scenarios, due to the action economy and due to the impact of status effects, etc. (on the flip side, they are less vulnerable to AoE damage).</p><p></p><p>Some house rules that could help: </p><p></p><p>Healing potions always heal the maximum instead of rolling. I like this better than the bonus action, since it makes taking a turn to heal an actually potentially viable choice, without creating an excessive supply of low opportunity cost in-combat healing.</p><p></p><p>Monsters always do average damage. Reduces the role of unlucky rolls taking a PC down, which is obviously a much bigger deal in a two person party. Potentially gameable, since once you've seen a monster's attack you know exactly how many hits you can take, but not a big deal, IMO.</p><p></p><p>When unconscious and making death saves, you can spend hit dice to add to your death save like bardic inspiration, and if you get 20 or above you're up with 1 HP. (This is a bit weaker than the rule you proposed about staying up for 1+CON mod rounds)</p></blockquote><p></p>
[QUOTE="Esker, post: 7856151, member: 6966824"] I agree with earlier posters that if it is a homebrewed campaign, you don't necessarily need to do anything to the rules, just adjust the adventure. If you are trying to play a pre-written module, you could just have the PCs be higher level than what it's written for. That said, two high level PCs are not as powerful as four lower level PCs in most scenarios, due to the action economy and due to the impact of status effects, etc. (on the flip side, they are less vulnerable to AoE damage). Some house rules that could help: Healing potions always heal the maximum instead of rolling. I like this better than the bonus action, since it makes taking a turn to heal an actually potentially viable choice, without creating an excessive supply of low opportunity cost in-combat healing. Monsters always do average damage. Reduces the role of unlucky rolls taking a PC down, which is obviously a much bigger deal in a two person party. Potentially gameable, since once you've seen a monster's attack you know exactly how many hits you can take, but not a big deal, IMO. When unconscious and making death saves, you can spend hit dice to add to your death save like bardic inspiration, and if you get 20 or above you're up with 1 HP. (This is a bit weaker than the rule you proposed about staying up for 1+CON mod rounds) [/QUOTE]
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