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Your Experiences with Gestalt Characters?
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<blockquote data-quote="javcs" data-source="post: 4722095" data-attributes="member: 43677"><p>Okay, I had had a lengthy reply based off of my gestalt campaign that just wrapped up. I allowed flat-out any 3.Xe Wizards of the Coast sourcebook for that campaign, no variant campaign systems, everything beyond those was by DM approval only.</p><p>There were ridiculous things that happened, but it was a pretty awesome game. I think that everyone was having fun.</p><p></p><p>Gestalt can be fun - it's rare for someone to be completely and utterly useless in a given combat situation.</p><p>Gestalt can be a PITA to do with pre-published adventures, because you need to rejig major NPCs for gestalt, and apply a generic modification to the rest of the NPCs/monsters. I usually just increased BAB one step, changed one or two saves from poor to good, and increased the HP/HD.</p><p></p><p>Gestalt is not for inexperienced players.</p><p></p><p>Decide how you're going to have LA and Racial HD work with the Gestalt - it may not matter much at low levels, but for mid-higher level replacement characters it will matter a lot, if you allow races with LA and/or Racial HD.</p><p></p><p>Gestalt stops working well when you have more than 4 or 5 players - it just gets too messy too fast whenever you have anything to be done (granted, this can happen with large groups without gestalt).</p><p></p><p>As long as you cap spell casting level at HD or ECL, there shouldn't be any issues with allowing combo-casting PRCs.</p><p></p><p>A big issue with gestalt is increased MAD potential - low stats will give most characters the shaft moreso than usual, and they won't really get much benefit out of having gestalt available.</p><p></p><p>Gestalt primarily only increases character proficiency within their concept or character versatility outside their concept, and gestalt will usually increase how far the party can go in a pinch.</p><p></p><p>I disagree with Wolfen Fenrison that 'doubling up' on types makes characters better - it usually won't, with the possible exception of full casters. This is because they probably won't get any improvement out of BAB, HD, Saves, or Skills.</p><p></p><p>Even though a gestalt character will usually have more options available to him/her at any given time - they still do not have any more actions available to them.</p><p></p><p></p><p>Basically if you decide on a gestalt campaign, you either need to write it yourself/as you go or invest a lot of time and prep work into upgrading major/unique NPCs and having a generic upgrade template to lay onto minor NPCs and monsters. You will also need to make some rulings on how LA and Racial HD work within Gestalt.</p><p>I would also recommend having a restricted book list.</p><p></p><p>Even moreso than normal, make sure that they players know what their stuff does and what their options are. Enforce a time limit on turns.</p></blockquote><p></p>
[QUOTE="javcs, post: 4722095, member: 43677"] Okay, I had had a lengthy reply based off of my gestalt campaign that just wrapped up. I allowed flat-out any 3.Xe Wizards of the Coast sourcebook for that campaign, no variant campaign systems, everything beyond those was by DM approval only. There were ridiculous things that happened, but it was a pretty awesome game. I think that everyone was having fun. Gestalt can be fun - it's rare for someone to be completely and utterly useless in a given combat situation. Gestalt can be a PITA to do with pre-published adventures, because you need to rejig major NPCs for gestalt, and apply a generic modification to the rest of the NPCs/monsters. I usually just increased BAB one step, changed one or two saves from poor to good, and increased the HP/HD. Gestalt is not for inexperienced players. Decide how you're going to have LA and Racial HD work with the Gestalt - it may not matter much at low levels, but for mid-higher level replacement characters it will matter a lot, if you allow races with LA and/or Racial HD. Gestalt stops working well when you have more than 4 or 5 players - it just gets too messy too fast whenever you have anything to be done (granted, this can happen with large groups without gestalt). As long as you cap spell casting level at HD or ECL, there shouldn't be any issues with allowing combo-casting PRCs. A big issue with gestalt is increased MAD potential - low stats will give most characters the shaft moreso than usual, and they won't really get much benefit out of having gestalt available. Gestalt primarily only increases character proficiency within their concept or character versatility outside their concept, and gestalt will usually increase how far the party can go in a pinch. I disagree with Wolfen Fenrison that 'doubling up' on types makes characters better - it usually won't, with the possible exception of full casters. This is because they probably won't get any improvement out of BAB, HD, Saves, or Skills. Even though a gestalt character will usually have more options available to him/her at any given time - they still do not have any more actions available to them. Basically if you decide on a gestalt campaign, you either need to write it yourself/as you go or invest a lot of time and prep work into upgrading major/unique NPCs and having a generic upgrade template to lay onto minor NPCs and monsters. You will also need to make some rulings on how LA and Racial HD work within Gestalt. I would also recommend having a restricted book list. Even moreso than normal, make sure that they players know what their stuff does and what their options are. Enforce a time limit on turns. [/QUOTE]
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