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<blockquote data-quote="Lylandra" data-source="post: 7319585" data-attributes="member: 6816692"><p>For Gestalt, you choose two classes and level both of them. Their numbers (HP, attack, saves, skills) don't stack, but overlap. Same thing with class abilities. </p><p></p><p>We use this method because we only have two player characters and don't want to force someone into playing a class he/she doesn't like just because game dynamics would demand it. None of us is too keen on playing two characters in parallel either, which would be the other alternative. </p><p></p><p>So you can basically broaden your skillset without dialing up your power level to ridiculous heights. At least in theory. But as 3.x and PF are, there are classes that synergize quite well and others that don't. Fighter/Rogue is an example that could totally break melee combat. Strong PrCs are problematic, too. Which is why we ruled that our two classes should harmonize, but also primarily expand what a character can do. In our case, we both chose a physical (combat) aspect and combined it with more skills and magic.</p><p></p><p>As this is now the third campaign where we do this, at least Mr. Carlyle's player and I agree that gestalt isn't the most elegant of solutions for the two player problem, as a DM needs to keep the player's stats in mind and having two players leads to a massive Exp influx (Yay for milestone leveling!). We'll most likely try base class + additional custom (story-based) skills that are gained over the course of the adventure next time. </p><p></p><p></p><p></p><p>Thanks! I think right now we're a mix of a traditional, but often supernatural cop/agents team who are also on a journey of discovering who you are and who you wish to be. While trying to save, and possibly change the world.</p><p></p><p>From my point of view, I think (and hope) we'll stick to it till the very end. We're at the beginning of adventure 5 right now and still feel like we're only scratching at the surface of the Obscurati conspicary. So we're definitely keen on finding out more about them. </p><p>Mr. Carlyle's player is now feeling much more comfortable with both his character and the setting - he felt both lost and overwhelmed in Flint in adventure 2 and sometimes it felt overly arduous to find even the smallest piece of info, especially at the beginning.</p><p></p><p>Other reasons why we'd go the full distance?</p><p>1) We love playing from small to epic, which is why we're always looking for cohesive campaigns that use the full level span and don't fear the high levels. </p><p>2) I loathe cancelling a good story prematurely, even if there is a good point for an alternative ending. </p><p>3) The prospect of unearthing the world's secrets and maybe having that tied to our characters. Tizbiz teased us a bit with the famed "adventure 8" and that we'll finally understand all that's going on once we get there. (He's afraid I might take the chance to go on a big Tour de Elfaivar though)</p><p>4) I really love playing my character and being part of that wonderful story. </p><p></p><p>Right now, it is really hard to predict where the journey might lead to. We're trying to save and secure the peace summit and have the gut feeling that things are going downhill now that we know that a certain bride-to-be is totally an Ob (even if a well-meaning one). </p><p></p><p>So... I guess the prospect of peace might be shattered, and we have to rescue the King from assassination. Or someone of the Danorans (Lya? Han?) is killed and it is blamed on the Risuri. There could be a Yerasol V, but this time it turns really ugly because of the new weapons of mass destruction. This wakes the Kraken for real and there could also be some unknown planes-seal-stuff happening, causing further chaos. </p><p></p><p>Meanwhile, this was the Ob's plan all along. Now that Danor and Risur, the two power houses, are busy fighting each other, they can continue their plan to rule the world (because that's obviously where they are going with this "make everyone tolerant" Hippie prospect. Tolerate our overlord's tyranny. Peace through submission.). So we may have to decide where our loyalties lie: Fight for Risur against Danor or go after the real threat. </p><p></p><p>This might lead us to other nations like Ber, Drakr or Elfaivar where we'd have to find new allies and unearth ancient secrets, maybe rescue Kasvarina from Leone's clutches, un-drug her and get to know what happened 500 years ago. While stopping the Ob's mind control plan. As we are then only in adventure 8 or 9 and the Obs are no classic enemy nation, they have to have more and more contingency plans, so after taking out the one we thought to be their leader (that chain-smoking "Doro"/"Nicodemus" guy), we realize that we were still only scratching at the surface and they are hiding somewhere in the planes, which is why we must change the planar rules to be able to go after them. (This could be related to what happened on Axis Island during adventure 1 as this is the only place in the world - besides the portals - where plane shifts happen) </p><p></p><p>But this is just a really wild guess. All I know is that there will be enough time for many, many ups and downs.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7319585, member: 6816692"] For Gestalt, you choose two classes and level both of them. Their numbers (HP, attack, saves, skills) don't stack, but overlap. Same thing with class abilities. We use this method because we only have two player characters and don't want to force someone into playing a class he/she doesn't like just because game dynamics would demand it. None of us is too keen on playing two characters in parallel either, which would be the other alternative. So you can basically broaden your skillset without dialing up your power level to ridiculous heights. At least in theory. But as 3.x and PF are, there are classes that synergize quite well and others that don't. Fighter/Rogue is an example that could totally break melee combat. Strong PrCs are problematic, too. Which is why we ruled that our two classes should harmonize, but also primarily expand what a character can do. In our case, we both chose a physical (combat) aspect and combined it with more skills and magic. As this is now the third campaign where we do this, at least Mr. Carlyle's player and I agree that gestalt isn't the most elegant of solutions for the two player problem, as a DM needs to keep the player's stats in mind and having two players leads to a massive Exp influx (Yay for milestone leveling!). We'll most likely try base class + additional custom (story-based) skills that are gained over the course of the adventure next time. Thanks! I think right now we're a mix of a traditional, but often supernatural cop/agents team who are also on a journey of discovering who you are and who you wish to be. While trying to save, and possibly change the world. From my point of view, I think (and hope) we'll stick to it till the very end. We're at the beginning of adventure 5 right now and still feel like we're only scratching at the surface of the Obscurati conspicary. So we're definitely keen on finding out more about them. Mr. Carlyle's player is now feeling much more comfortable with both his character and the setting - he felt both lost and overwhelmed in Flint in adventure 2 and sometimes it felt overly arduous to find even the smallest piece of info, especially at the beginning. Other reasons why we'd go the full distance? 1) We love playing from small to epic, which is why we're always looking for cohesive campaigns that use the full level span and don't fear the high levels. 2) I loathe cancelling a good story prematurely, even if there is a good point for an alternative ending. 3) The prospect of unearthing the world's secrets and maybe having that tied to our characters. Tizbiz teased us a bit with the famed "adventure 8" and that we'll finally understand all that's going on once we get there. (He's afraid I might take the chance to go on a big Tour de Elfaivar though) 4) I really love playing my character and being part of that wonderful story. Right now, it is really hard to predict where the journey might lead to. We're trying to save and secure the peace summit and have the gut feeling that things are going downhill now that we know that a certain bride-to-be is totally an Ob (even if a well-meaning one). So... I guess the prospect of peace might be shattered, and we have to rescue the King from assassination. Or someone of the Danorans (Lya? Han?) is killed and it is blamed on the Risuri. There could be a Yerasol V, but this time it turns really ugly because of the new weapons of mass destruction. This wakes the Kraken for real and there could also be some unknown planes-seal-stuff happening, causing further chaos. Meanwhile, this was the Ob's plan all along. Now that Danor and Risur, the two power houses, are busy fighting each other, they can continue their plan to rule the world (because that's obviously where they are going with this "make everyone tolerant" Hippie prospect. Tolerate our overlord's tyranny. Peace through submission.). So we may have to decide where our loyalties lie: Fight for Risur against Danor or go after the real threat. This might lead us to other nations like Ber, Drakr or Elfaivar where we'd have to find new allies and unearth ancient secrets, maybe rescue Kasvarina from Leone's clutches, un-drug her and get to know what happened 500 years ago. While stopping the Ob's mind control plan. As we are then only in adventure 8 or 9 and the Obs are no classic enemy nation, they have to have more and more contingency plans, so after taking out the one we thought to be their leader (that chain-smoking "Doro"/"Nicodemus" guy), we realize that we were still only scratching at the surface and they are hiding somewhere in the planes, which is why we must change the planar rules to be able to go after them. (This could be related to what happened on Axis Island during adventure 1 as this is the only place in the world - besides the portals - where plane shifts happen) But this is just a really wild guess. All I know is that there will be enough time for many, many ups and downs. [/QUOTE]
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