I've been working on companion characters a lot lately, mostly as a method to patch parties that are small or have a role uncovered. An idea occurred to me, one that I'd actually like to see in play some time.
Elite monsters are (theoretically) supposed to function as two standard monsters in an encounter. Would it be possible to make "elite" characters that could function as two player characters during an encounter? For example, could you make a party of three elite characters that effectively functioned as a six-character party?
Off the top of my head, here's how I think I'd do it rules-wise and the possible impact I foresee:
• Give the character hit points similar to an elite monster: twice their normal hit point total. Monsters beating on the party have fewer character to beat on, so the characters need a HP boost to function as more characters in an encounter designed for more character. Healing surge value does not change, however, making healing surges approximately 1/8 their max hit points. They're already getting a huge enough boost without letting them drag an adventuring day on and on. Perhaps they should get their surges equal to 1/4 their total as normal, or get more surges--I'm not sure how I'd like to handle this, and I'd like to try a few different options in play before deciding on one.
• Choose one encounter power. That encounter power recharges when the character is first bloodied, or perhaps the character should just be able to use it twice per encounter. Characters would need greater access to their powers to keep damage output comparable to having additional characters in the party.
• Characters may make a single basic attack each round as a free action, either ranged or melee, as they see fit. Again, this is a means to up the party's damage output approximate to having another character around.
• Characters gain an action point after every encounter, effectively making it an encounter power.
• When a character reaches their first milestone in a day, they gain an additional use of a single daily power of their choosing. I would like them to have some "big guns" for tough encounters, but at the same time, making dailies flat-out recharge at certain intervals could lead to over-reliance. Perhaps it could work at each milestone (since healing surges are really what spells the end of the adventuring day, not necessarily daily powers). It's another area where I'd like to actually play with the idea and see what happens before settling on something.
Your thoughts?
Elite monsters are (theoretically) supposed to function as two standard monsters in an encounter. Would it be possible to make "elite" characters that could function as two player characters during an encounter? For example, could you make a party of three elite characters that effectively functioned as a six-character party?
Off the top of my head, here's how I think I'd do it rules-wise and the possible impact I foresee:
• Give the character hit points similar to an elite monster: twice their normal hit point total. Monsters beating on the party have fewer character to beat on, so the characters need a HP boost to function as more characters in an encounter designed for more character. Healing surge value does not change, however, making healing surges approximately 1/8 their max hit points. They're already getting a huge enough boost without letting them drag an adventuring day on and on. Perhaps they should get their surges equal to 1/4 their total as normal, or get more surges--I'm not sure how I'd like to handle this, and I'd like to try a few different options in play before deciding on one.
• Choose one encounter power. That encounter power recharges when the character is first bloodied, or perhaps the character should just be able to use it twice per encounter. Characters would need greater access to their powers to keep damage output comparable to having additional characters in the party.
• Characters may make a single basic attack each round as a free action, either ranged or melee, as they see fit. Again, this is a means to up the party's damage output approximate to having another character around.
• Characters gain an action point after every encounter, effectively making it an encounter power.
• When a character reaches their first milestone in a day, they gain an additional use of a single daily power of their choosing. I would like them to have some "big guns" for tough encounters, but at the same time, making dailies flat-out recharge at certain intervals could lead to over-reliance. Perhaps it could work at each milestone (since healing surges are really what spells the end of the adventuring day, not necessarily daily powers). It's another area where I'd like to actually play with the idea and see what happens before settling on something.
Your thoughts?