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WotBS 5e with only two players
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<blockquote data-quote="RangerWickett" data-source="post: 7832113" data-attributes="member: 63"><p>Action economy with a two-person party is rough, because first of all, you as GM will be spending more time doing stuff than they will, which might make them bored. Secondly, if you have 4 PCs vs 4 enemies, the damage gets split up and people can try to swoop in and help someone who's vulnerable, but with 2 v 4, damage might just wipe someone out before the PCs get to act.</p><p></p><p>Honestly, I think the simplest thing would be to encourage the players to make spellcasters, then tell them, "You'll each have your own character, but it's a war, so you have allies. In the first adventure, there will be a spy who's trying to get you out of harm's way and to the safe haven her allies control, plus a pair of hired bodyguards who are sympathetic to your cause. You'll control these allies in combat, but out of combat I'll roleplay them."</p><p></p><p>Then try to make the stats of the NPCs ultra simply. Like:</p><p></p><p><strong>Torrent</strong></p><p><strong>HP</strong> xx</p><p><strong>AC</strong> yy</p><p><strong>Str</strong> +5, <strong>Dex </strong>+0, <strong>Con </strong>+1, <strong>Int </strong>+2, <strong>Wis </strong>+4, <strong>Cha </strong>+1 (this includes proficiency bonus for saves)</p><p><strong>Melee</strong> +5 axe (d8+3)</p><p><strong>Ranged</strong> +4 water blast (d6+4, 30 ft.)</p><p><strong>Spells </strong>cure wounds 3/day</p><p></p><p><strong>Bodyguard 1</strong></p><p><strong>HP</strong> xx</p><p><strong>AC</strong> yy</p><p><strong>Str</strong> +4, <strong>Dex </strong>+2, <strong>Con </strong>+3, <strong>Int</strong> -1, <strong>Wis</strong> +0, <strong>Cha </strong>+0</p><p><strong>Melee</strong> +4 spear (d8+2)</p><p><strong>Ranged</strong> +4 hatchet (d6+2, 10/20 ft.)</p><p><strong>Guardian Defense </strong>While adjacent to an ally, if an attack he's aware of would hit that ally, the bodyguard can choose to take half that damage (rounded up), while the original target takes the other half (rounded down).</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7832113, member: 63"] Action economy with a two-person party is rough, because first of all, you as GM will be spending more time doing stuff than they will, which might make them bored. Secondly, if you have 4 PCs vs 4 enemies, the damage gets split up and people can try to swoop in and help someone who's vulnerable, but with 2 v 4, damage might just wipe someone out before the PCs get to act. Honestly, I think the simplest thing would be to encourage the players to make spellcasters, then tell them, "You'll each have your own character, but it's a war, so you have allies. In the first adventure, there will be a spy who's trying to get you out of harm's way and to the safe haven her allies control, plus a pair of hired bodyguards who are sympathetic to your cause. You'll control these allies in combat, but out of combat I'll roleplay them." Then try to make the stats of the NPCs ultra simply. Like: [B]Torrent HP[/B] xx [B]AC[/B] yy [B]Str[/B] +5, [B]Dex [/B]+0, [B]Con [/B]+1, [B]Int [/B]+2, [B]Wis [/B]+4, [B]Cha [/B]+1 (this includes proficiency bonus for saves) [B]Melee[/B] +5 axe (d8+3) [B]Ranged[/B] +4 water blast (d6+4, 30 ft.) [B]Spells [/B]cure wounds 3/day [B]Bodyguard 1 HP[/B] xx [B]AC[/B] yy [B]Str[/B] +4, [B]Dex [/B]+2, [B]Con [/B]+3, [B]Int[/B] -1, [B]Wis[/B] +0, [B]Cha [/B]+0 [B]Melee[/B] +4 spear (d8+2) [B]Ranged[/B] +4 hatchet (d6+2, 10/20 ft.) [B]Guardian Defense [/B]While adjacent to an ally, if an attack he's aware of would hit that ally, the bodyguard can choose to take half that damage (rounded up), while the original target takes the other half (rounded down). [/QUOTE]
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