This is interesting. Not something I'd say is overpowered in and of itself, as this is clearly a measure to either elevate the players to dealing with things a normal party simply can't deal with, or for making two to three adventurers have a similar experience to a larger party's adventure. Sure, it can be abused, same as anything else, but that doesn't mean it itself is a bad thing to have. Honestly, I can see an adventure with 4 of these being really fun.
in practice they don't end up much more powerful than regular characters due to the action economy...
like they aren't twice as powerful, they might be 1.2 to 1.5 times as powerful where they shine is in versatility essentially if you only had two players you could run an adventure for them with only minor changes like just taking your foot off the gas a little bit to enable them to succeed
Double the amount of experience needed for each level?
Back in the day we when they had different experience for each class we just used to add the two together. We also only used the base classes for this. No subs.
In one campaign we even had a 4 class character. He had to make the minimums for each class but it worked. Fighter/thief/cleric/magic user. Took forever to level up but he gained some real power later. As an elf he had hundreds of years to max out.
This is interesting. Not something I'd say is overpowered in and of itself, as this is clearly a measure to either elevate the players to dealing with things a normal party simply can't deal with, or for making two to three adventurers have a similar experience to a larger party's adventure. Sure, it can be abused, same as anything else, but that doesn't mean it itself is a bad thing to have. Honestly, I can see an adventure with 4 of these being really fun.
in practice they don't end up much more powerful than regular characters due to the action economy...
like they aren't twice as powerful, they might be 1.2 to 1.5 times as powerful where they shine is in versatility essentially if you only had two players you could run an adventure for them with only minor changes like just taking your foot off the gas a little bit to enable them to succeed
Double the amount of experience needed for each level?
Back in the day we when they had different experience for each class we just used to add the two together. We also only used the base classes for this. No subs.
In one campaign we even had a 4 class character. He had to make the minimums for each class but it worked. Fighter/thief/cleric/magic user. Took forever to level up but he gained some real power later. As an elf he had hundreds of years to max out.