After a... particularly lethal session in my permadeath campaign (the whole table agreed to this; don't berate me for how I shouldn't have done this), I'm now knocked down to only two players. Both are melee Fighters at level 2, one using a spear, and one using a katana (homebrewed longsword with finesse).
Is there anything special I need to do when DMing for two players instead of a standard size party?
Tone down all the encounters so that they're suitable for a duo. A 2 character, level 2 party can handle a CR1 creature as a Medium encounter, or a single CR2 creature as a Hard encounter. Be prepared for them to face less exciting challenges from now on.
Make every puzzle and challenge they face easier. You have fewer minds focusing on it. Ensure that progress is not blocked at any point by needing skills that Fighters don't have.
Because both characters are fighters, you have few options in terms of what gameplay is going to be like outside of social interaction and combat, since they have no magical resolutions available.
Best option will be to wrap the campaign up after the next session. If you try to run a long campaign with just two characters when you have more players available, it's going to feel like playing half a game.
So, the other players are no longer in the campaign? They just, don’t play any more? Not criticizing, just trying to understand.
For a 2-fighter party, I’d say give them some extra healing potions.
Beyond that, it’s going to be up to you how much you want to test them. If neither can pick locks, for example, do you put in lots of locks to make them figure other ways around, or do you leave them out because they can’t reasonably succeed. Do you give them social challenges, knowing that neither is good at things like persuasion or deception? (I’m assuming)
Also, again not trying to criticize, but have you checked in with the table about the whole concept? It’s one thing to say you want permadeath, but now that it’s actually happened, maybe the idea has lost some of its luster.
To clarify, by permadeath, I didn't just mean "dead characters stay dead," I meant "every player has only one character; don't waste them."
There's a shop that exclusively sells healing potions, so a quick trip over there should work wonders for the two of them. If push comes to shove, I can offer a DMPC that has healing as a part of their build. The table has been totally on board with DMPCs.
Neither of them are that good at anything right now (being level 1 and all), but they can spec into a single skill/tool pretty intensely. Level 2 is a real godsend for them.
The whole table has agreed to the concept, and these few PC deaths seem to actually make it a bit more fun for the survivors. Even the ones that went down are pretty good sports about it.
To clarify, by permadeath, I didn't just mean "dead characters stay dead," I meant "every player has only one character; don't waste them."
There's a shop that exclusively sells healing potions, so a quick trip over there should work wonders for the two of them. If push comes to shove, I can offer a DMPC that has healing as a part of their build. The table has been totally on board with DMPCs.
Neither of them are that good at anything right now (being level 1 and all), but they can spec into a single skill/tool pretty intensely. Level 2 is a real godsend for them.
The whole table has agreed to the concept, and these few PC deaths seem to actually make it a bit more fun for the survivors. Even the ones that went down are pretty good sports about it.
I won't knock it because this is your style of play, but I will mention that adding a DMPC into the mix when players can't add more PCs feels like it shouldn't be the solution. Maybe a follower/sidekick that the two players control together? They don't need to have any big personality traits, just something that gives them mechanically more options.
I think Tasha's gives rules for those kinds of npcs but I'm not positive on it.
First off, I would definitely let your players make second characters so that they can continue to be included. It's overall your decision, but it sound a bit unfair to kick people out of your group for having bad luck at level one. Just pass your DMPCs to your friends whose characters died. Worst case scenario, it changes nothing.
That ties into my next point, which is that play below level 4 or so is really, really easy to accidentally die in, especially for caster classes (which explains why there are only fighters now). I would suggest skipping over a couple levels in the campaign (if it wouldn't ruin your game) so that you can avoid accidentally killing off half the party like you did in the first session.
Those suggestions aside, encourage your players to multiclass their characters. It's relatively early in the game, so at your discretion they might be able to change their class entirely by forfeiting their two fighter levels. Even if they can't, though, taking levels in a spellcaster class would do them wonders.
Just a note, I am taking a completely constructive standpoint everything I said in this post. I think that your game plan could have stood to be better, no offense intended.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Dead characters staying dead makes sense, but booting the people because their fragile, fragile 1st or 2nd level characters died seems weird to me ( just an opinion. ).
No judgment here, but maybe consider letting them back in with new characters, the more the merrier, and I can’t wrap my head around why anyone would agree to these terms; are they new to the hobby and don’t understand how easy it is to die at low levels? Please elaborate.
That is an interesting way to play it. One character and that is it. Not for everyone but interesting concept! Someone mentioned that adding in a DMPC or sidekick would sort of defeat the purpose of having only on character and I kind of agree there. Woud be interested in knowing how this worked out and how long the campaign is.
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After a... particularly lethal session in my permadeath campaign (the whole table agreed to this; don't berate me for how I shouldn't have done this), I'm now knocked down to only two players. Both are melee Fighters at level 2, one using a spear, and one using a katana (homebrewed longsword with finesse).
Is there anything special I need to do when DMing for two players instead of a standard size party?
Best option will be to wrap the campaign up after the next session. If you try to run a long campaign with just two characters when you have more players available, it's going to feel like playing half a game.
So, the other players are no longer in the campaign? They just, don’t play any more? Not criticizing, just trying to understand.
For a 2-fighter party, I’d say give them some extra healing potions.
Beyond that, it’s going to be up to you how much you want to test them. If neither can pick locks, for example, do you put in lots of locks to make them figure other ways around, or do you leave them out because they can’t reasonably succeed. Do you give them social challenges, knowing that neither is good at things like persuasion or deception? (I’m assuming)
Also, again not trying to criticize, but have you checked in with the table about the whole concept? It’s one thing to say you want permadeath, but now that it’s actually happened, maybe the idea has lost some of its luster.
To clarify, by permadeath, I didn't just mean "dead characters stay dead," I meant "every player has only one character; don't waste them."
There's a shop that exclusively sells healing potions, so a quick trip over there should work wonders for the two of them. If push comes to shove, I can offer a DMPC that has healing as a part of their build. The table has been totally on board with DMPCs.
Neither of them are that good at anything right now (being level 1 and all), but they can spec into a single skill/tool pretty intensely. Level 2 is a real godsend for them.
The whole table has agreed to the concept, and these few PC deaths seem to actually make it a bit more fun for the survivors. Even the ones that went down are pretty good sports about it.
Edit: marker that I'm replying to message #3
Just out of interest, are the ones whose characters died going to keep coming to the table and not play?
Healing isn't really the issue, it's the lack of a varied skillset that's going to be troublesome for them to solve issues.
Dead players can come and spectate if they want to, but I'm not forcing them. That would just be cruel to force them to watch and do nothing.
I won't knock it because this is your style of play, but I will mention that adding a DMPC into the mix when players can't add more PCs feels like it shouldn't be the solution. Maybe a follower/sidekick that the two players control together? They don't need to have any big personality traits, just something that gives them mechanically more options.
I think Tasha's gives rules for those kinds of npcs but I'm not positive on it.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
First off, I would definitely let your players make second characters so that they can continue to be included. It's overall your decision, but it sound a bit unfair to kick people out of your group for having bad luck at level one. Just pass your DMPCs to your friends whose characters died. Worst case scenario, it changes nothing.
That ties into my next point, which is that play below level 4 or so is really, really easy to accidentally die in, especially for caster classes (which explains why there are only fighters now). I would suggest skipping over a couple levels in the campaign (if it wouldn't ruin your game) so that you can avoid accidentally killing off half the party like you did in the first session.
Those suggestions aside, encourage your players to multiclass their characters. It's relatively early in the game, so at your discretion they might be able to change their class entirely by forfeiting their two fighter levels. Even if they can't, though, taking levels in a spellcaster class would do them wonders.
Just a note, I am taking a completely constructive standpoint everything I said in this post. I think that your game plan could have stood to be better, no offense intended.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Dead characters staying dead makes sense, but booting the people because their fragile, fragile 1st or 2nd level characters died seems weird to me ( just an opinion. ).
No judgment here, but maybe consider letting them back in with new characters, the more the merrier, and I can’t wrap my head around why anyone would agree to these terms; are they new to the hobby and don’t understand how easy it is to die at low levels? Please elaborate.
DMPC seems like a good idea though.
Mystic v3 should be official, nuff said.
That is an interesting way to play it. One character and that is it. Not for everyone but interesting concept! Someone mentioned that adding in a DMPC or sidekick would sort of defeat the purpose of having only on character and I kind of agree there. Woud be interested in knowing how this worked out and how long the campaign is.