So, I've been intending for a while to run a game for two players, and I was wondering how to give them some extra "oomph" since there are only two PCs. I was considering drafting up a new version of the old Gestalt rules from 3.x, and giving them a stronger ability score array during character creation, but I'd like to hear recommendations.
Edit: I kind of want to avoid giving them NPC party members or allowing two PCs per player.
In the Treasure section of the DMG there is a list of Blessings and Charms that a DM can give out in lieu of magic items. Most, if not all of them have expiration limits to them, but if you wanted to give two players a bit of oomph, you could grant each of them one of those on a more permanent basis without throwing off the math of the game too terribly much.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Depending on what classes your players choose, this may be more or less of a problem. If they both pick very similar classes, and especially if neither one plays a class with full spellcasting, you'll have to make some adjustments. I think the stronger ability score array and the blessings and charms on a more permanent basis are both good ideas.
Some other things you might try are giving the characters magic items that tie into their abilities and handing out extra proficiences in skills, tools, or languages. Healing is less of an issue in 5e thanks to the ability to spend hit dice during the short rest, but if you're planning on combat being pretty frequent, you might want to provide the characters with something to compensate for the lack of a dedicated healer (or to relieve some of the burden, if only one player decides to play a character with access to healing magic).
The main thing is to design the campaign and each individual adventure around the characters. If there's no rogue, for example, you'll probably want to keep traps, lockpicking, and other such things to a minimum.
A note on NPCs: even if you want to avoid having any NPCs join the party, you can still provide the party with access to reliable, friendly NPC contacts who can help make up for any resources they don't possess. An organization can also fill a similar role and can help provide interesting plot hooks.
I wouldn't be so quick to dismiss the idea of party NPCs, though. I think the fear over DMPCs is overblown. As long as a NPC party member is the same or lower level than the PCs, and doesn't hog the spotlight or get in the way, they can be a valuable addition to a small party. NPC party members can occupy a role the players either can't or don't want to fill. You can even have the players run the NPC in combat if they prefer. Party NPCs are also a way you as a DM can help enrich the campaign setting, as the NPC's perspective on the situations the characters encounter can make the narrative more interesting and help drive home the themes of your campaign. The NPC can even provide advice; you just need to make sure they always defer to the PCs. A well-run DMPC can add to, rather than detract from, the campaign.
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So, I've been intending for a while to run a game for two players, and I was wondering how to give them some extra "oomph" since there are only two PCs. I was considering drafting up a new version of the old Gestalt rules from 3.x, and giving them a stronger ability score array during character creation, but I'd like to hear recommendations.
Edit: I kind of want to avoid giving them NPC party members or allowing two PCs per player.
In the Treasure section of the DMG there is a list of Blessings and Charms that a DM can give out in lieu of magic items. Most, if not all of them have expiration limits to them, but if you wanted to give two players a bit of oomph, you could grant each of them one of those on a more permanent basis without throwing off the math of the game too terribly much.
Depending on what classes your players choose, this may be more or less of a problem. If they both pick very similar classes, and especially if neither one plays a class with full spellcasting, you'll have to make some adjustments. I think the stronger ability score array and the blessings and charms on a more permanent basis are both good ideas.
Some other things you might try are giving the characters magic items that tie into their abilities and handing out extra proficiences in skills, tools, or languages. Healing is less of an issue in 5e thanks to the ability to spend hit dice during the short rest, but if you're planning on combat being pretty frequent, you might want to provide the characters with something to compensate for the lack of a dedicated healer (or to relieve some of the burden, if only one player decides to play a character with access to healing magic).
The main thing is to design the campaign and each individual adventure around the characters. If there's no rogue, for example, you'll probably want to keep traps, lockpicking, and other such things to a minimum.
A note on NPCs: even if you want to avoid having any NPCs join the party, you can still provide the party with access to reliable, friendly NPC contacts who can help make up for any resources they don't possess. An organization can also fill a similar role and can help provide interesting plot hooks.
I wouldn't be so quick to dismiss the idea of party NPCs, though. I think the fear over DMPCs is overblown. As long as a NPC party member is the same or lower level than the PCs, and doesn't hog the spotlight or get in the way, they can be a valuable addition to a small party. NPC party members can occupy a role the players either can't or don't want to fill. You can even have the players run the NPC in combat if they prefer. Party NPCs are also a way you as a DM can help enrich the campaign setting, as the NPC's perspective on the situations the characters encounter can make the narrative more interesting and help drive home the themes of your campaign. The NPC can even provide advice; you just need to make sure they always defer to the PCs. A well-run DMPC can add to, rather than detract from, the campaign.