I was planning on running Storm King's Thunder for my two brothers, and make a (simultaneously helpful and non-front-stage) NPC companion to go with them, perhaps one with an actual class. However, as I just realized, Storm King's Thunder actually says four to six players, not three. Is it still even going to be possible to run STK for them, or should I find something else?
If it is still possible to run the game with only two players and a DM, any tips for how I should make it proportionally easier (or should I)?
I suggest giving them two extra levels each (and using milestone leveling so they stay two levels ahead) and having that NPC magically protect them from crits. Or having each of them play two characters, in which case I still recommend giving them an extra level each.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I suggest giving them two extra levels each (and using milestone leveling so they stay two levels ahead) and having that NPC magically protect them from crits. Or having each of them play two characters, in which case I still recommend giving them an extra level each.
Thanks for the advice. Would you think that that NPC should have a player class, then, and advance the same as them?
I suggest giving them two extra levels each (and using milestone leveling so they stay two levels ahead) and having that NPC magically protect them from crits. Or having each of them play two characters, in which case I still recommend giving them an extra level each.
Thanks for the advice. Would you think that that NPC should have a player class, then, and advance the same as them?
I don't really have an opinion on that, except that statting the NPC as a PC will force you to make a race, feat, subclass, spell, or something else a PC can potentially acquire to justify the anti-crit aura (if you use it; I suggested it because getting hit for 8d10+6 or so out of nowhere because a giant rolled a 20 to throw a rock at you hurts a lot more in a smaller party). And there are a lot more things you could do if the NPC isn't just like the PCs, like make it a giant monk who swore an inconvenient vow of some sort or a minor celestial tasked with keeping the PCs alive long enough to restore the peace.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
It's not unusual to hire NPCs in a tavern and such for adventures. Least not as long as I have played but I was introduced to RPGs through Neverwinter Nights and eventually bridged into DnD
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You only lose if you die. Any time else, there's opportunity for a come back.
In my experience running it yeah you'd have to just let them keep a lot of the temp allies available for longer. Not too strange actually, a lot of the temp allies in the campaign leave for completely contrived reasons simply for balance purposes balancing against how strong a full party would be.
But also I'd tweak the milestone leveling like suggested. There's a lot of great sandboxing in Chapter 3 and the Giant Lord Chapters where you can squeeze in extra levels. In fact you can have them take out more than the minimum giant lord number and do a level per lord instead of per two as suggested.
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I was planning on running Storm King's Thunder for my two brothers, and make a (simultaneously helpful and non-front-stage) NPC companion to go with them, perhaps one with an actual class. However, as I just realized, Storm King's Thunder actually says four to six players, not three. Is it still even going to be possible to run STK for them, or should I find something else?
If it is still possible to run the game with only two players and a DM, any tips for how I should make it proportionally easier (or should I)?
Thank you for your feedback.
And that's all I have to say about that.
I suggest giving them two extra levels each (and using milestone leveling so they stay two levels ahead) and having that NPC magically protect them from crits. Or having each of them play two characters, in which case I still recommend giving them an extra level each.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
And that's all I have to say about that.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
It's not unusual to hire NPCs in a tavern and such for adventures. Least not as long as I have played but I was introduced to RPGs through Neverwinter Nights and eventually bridged into DnD
You only lose if you die. Any time else, there's opportunity for a come back.
In my experience running it yeah you'd have to just let them keep a lot of the temp allies available for longer. Not too strange actually, a lot of the temp allies in the campaign leave for completely contrived reasons simply for balance purposes balancing against how strong a full party would be.
But also I'd tweak the milestone leveling like suggested. There's a lot of great sandboxing in Chapter 3 and the Giant Lord Chapters where you can squeeze in extra levels. In fact you can have them take out more than the minimum giant lord number and do a level per lord instead of per two as suggested.