I just thought of something that could be potentially interesting... what if, if only for a short time, the group travels with a DMPC who is the same class as one of the players, but is clearly less skilled and knowledgeable about the class. A sort of learning exercise for a player, where they could learn their own class a little better by having to explain details to a less experienced ally. It sounds potentially like an interesting moment, but it does have the potential to just be kind of annoying if not done right.
So an apprenticeship, that could be interesting. I've done similar things before, but had an evoker wizard PC teach a wild magic sorcerer how to control her powers better.
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Please check out my homebrew, I would appreciate feedback:
The only rules I enforce for a DMPC is only half experience earned, no giving the needed answers to riddles or such, and no giving them magic items that only they can use. These rules I have used since all the way back to 2nd edition, when i was in a campaign with multiple DM's as we took turns so everyone had a DMPC when they ran a session(s). These rules worked well for all of us.
Honestly, both DMs in my group use what could be called DMPCs.
One game has four players but not all can always show up. So she made the prophecy of the chosen heroes number 8 so she essentially made a full second adventuring party that are our allies. When a game needs a role filled one of them comes along. No one's ever had an issue.
I tend to just have one or two characters on par with the party doing their own thing. They can come along if the PCs feel like they need to help, otherwise they're off on the side.
The only rules I enforce for a DMPC is only half experience earned, no giving the needed answers to riddles or such, and no giving them magic items that only they can use. These rules I have used since all the way back to 2nd edition, when i was in a campaign with multiple DM's as we took turns so everyone had a DMPC when they ran a session(s). These rules worked well for all of us.
That reminds me of something similar that's happened in my current campaign... at one point one of our party members adopted a child after rescuing them from slavery. The child character has become a bit of a bookworm, researching history and nature, so we've come to rely on the child a bit to do research for us while we're busy adventuring. The character is sort of a way for the DM to direct us to, perhaps... go toward content she already has planned and readied. For example if we can't settle on where the next step of our adventure would lead and we all have conflicting ideas, she'll sometimes use the child character to, at least, eliminate one of the options that doesn't quite make sense. Never solving riddles for us, but instead helping to guide us to where the riddles already are, if that makes sense.
The only rules I enforce for a DMPC is only half experience earned, no giving the needed answers to riddles or such, and no giving them magic items that only they can use. These rules I have used since all the way back to 2nd edition, when i was in a campaign with multiple DM's as we took turns so everyone had a DMPC when they ran a session(s). These rules worked well for all of us.
The no magic items that only they can use actually brings up something for me. In the first campaign I've ran, which is now a series, and my player's favorite series, I used a DMPC. The plot is that whenever the world needs heroes for some kind of cataclysmic event, legendary magic items will bring someone from this bloodline together with the others, and they will eventually get strong enough to take down what needs to be taken down. My DMPC has always been one of these heroes, and the magic items have catered powers for each member. They also work in mysterious ways. My player's, however, don't dislike DMPC's, but they actually like the character's I make for the party, maybe because they're mostly chaotic evil.
I don't just roleplay the character, I also take the role of a player, and act ignorant to my own plot. Sometimes it isn't actin though, sometimes I forget.
I generally discourage DMPCs in general, yet your situation is one in which it can be a good idea. My advice would be to have you (DM) handle all of the conversation, role playing, and out of combat aspects of the character that do not require use of the DMPC's abilities. Let the player(s) direct their activities in combat, and their usage of abilities out of combat.
In this way, the player(s) become familiar with what the DMPC's capabilities are without you needing to spoon feed them anything; they still sink or swim based on their own decisions, not yours.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, my DMPCs are usually only there to supply something the party doesn't have, like healing, muscle, magic or whatever. When it comes to decision-making or RP, the players are pretty much on their own unless they actually ask the NPC. (Or, for example, if they all fail their perception rolls and SOMEBODY needs to notice the clue.)
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Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I always have a couple NPCs at hand that I can stat out into DMPCs if necessary for a limited amount of time, e.g. if the party is short a couple players, or if narratively speaking it makes the most sense for them to have a companion or guide for one specific mission. The fun thing is that these temporary DMPCs give me the flexibility to throw harder encounters at the party than they would normally be able to handle, which they seem to enjoy.
To make sure that the DMPCs don't overshadow the group, I follow a few guidelines:
The DMPC is one or two levels below the rest of the party - low enough not to outmatch them, but not so low as to be a burden in combat.
The DMPC is there for one specific reason, and once that reason has been fulfilled, they take their leave; they never become a permanent member of the group.
The DMPC will provide information (as appropriate to the character), but will not participate in decision-making. It's always up to the PCs to decide on a course of action.
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"We're the perfect combination of expendable and unkillable!"
My current party of players have a pet tiger using the UA Sidekick rules. He helps fill out their ranks while being entirely completely out of the spotlight.
My current party of players have a pet tiger using the UA Sidekick rules. He helps fill out their ranks while being entirely completely out of the spotlight.
I've always wanted to use those, how are they?
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Please check out my homebrew, I would appreciate feedback:
Yeah, my DMPCs are usually only there to supply something the party doesn't have, like healing, muscle, magic or whatever. When it comes to decision-making or RP, the players are pretty much on their own unless they actually ask the NPC. (Or, for example, if they all fail their perception rolls and SOMEBODY needs to notice the clue.)
To be fair, if SOMEBODY needs to notice the clue, you could simply rule that the highest passive perception notices it automatically (perhaps after 5 minutes, with a loss of a bonus weapon or bonus exp to compensate)
My current party of players have a pet tiger using the UA Sidekick rules. He helps fill out their ranks while being entirely completely out of the spotlight.
I've always wanted to use those, how are they?
Fine, I suppose. They're basically very boring PCs. This makes them useful as companion NPCs because they're easy enough to run without overshadowing the PCs. (Spellcasters are still spellcasters, so they carry natural complexity.)
That said, my only experience is with a warrior, who is basically a beefier version of the base template (i.e. a tiger.) But I like the option, especially because I can give them a pet and not worry about it being one-shot by a nasty monster.
I feel like a lot of it comes down to the players themselves, especially if there are 4 or mire PC in a campaign. If the party knows how to play the game and are very confident in their skills there is absolutely ZERO need for a DMPC, even if the party has weak points because good players know how to work with their flaws. i have had entire games ruined by DMs who font know how to properly utilize a reoccurring/permanent NPC character and its really suffocating from a player stand point constantly having someone there who doesn’t really need to be. i lean more towards the side of “if they are there longer than 3 sessions you are doing something wrong” but all in all its more of a, read the situation and decide from there
I don't think NPCs should typically be with the party just to help or "fill out" the party. If you just have one or two players that's another story, but that's typically not the case. The NPCs should be there to drive a plot forward more than anything else.
I run a homebrew game that's been going on for over a year now, but to make it easier for myself I stick some published adventures in here and there. Near the start of my campaign I used the Sunless Citadel (possible minor spoilers ahead) adventure, and the gnome Erky Timbers joined the party until they got out of the dungeon. At this point he told the party to meet him at the Spires of the Morning in Waterdeep - where he works as an acolyte of Lathander - for a reward. They have yet to actually go there - though they talk about Erky and eventually getting there a lot - but I have plot hooks prepared for when they do.
Currently the party has a halfling helping them out - long story for how he joined up - and they have really come to like him... Which is going to make it really fun when they finally discover that he's actually an Oni tasked with luring them to the BBEG's lair.
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So an apprenticeship, that could be interesting. I've done similar things before, but had an evoker wizard PC teach a wild magic sorcerer how to control her powers better.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The only rules I enforce for a DMPC is only half experience earned, no giving the needed answers to riddles or such, and no giving them magic items that only they can use. These rules I have used since all the way back to 2nd edition, when i was in a campaign with multiple DM's as we took turns so everyone had a DMPC when they ran a session(s). These rules worked well for all of us.
Honestly, both DMs in my group use what could be called DMPCs.
One game has four players but not all can always show up. So she made the prophecy of the chosen heroes number 8 so she essentially made a full second adventuring party that are our allies. When a game needs a role filled one of them comes along. No one's ever had an issue.
I tend to just have one or two characters on par with the party doing their own thing. They can come along if the PCs feel like they need to help, otherwise they're off on the side.
That reminds me of something similar that's happened in my current campaign... at one point one of our party members adopted a child after rescuing them from slavery. The child character has become a bit of a bookworm, researching history and nature, so we've come to rely on the child a bit to do research for us while we're busy adventuring. The character is sort of a way for the DM to direct us to, perhaps... go toward content she already has planned and readied. For example if we can't settle on where the next step of our adventure would lead and we all have conflicting ideas, she'll sometimes use the child character to, at least, eliminate one of the options that doesn't quite make sense. Never solving riddles for us, but instead helping to guide us to where the riddles already are, if that makes sense.
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The no magic items that only they can use actually brings up something for me. In the first campaign I've ran, which is now a series, and my player's favorite series, I used a DMPC. The plot is that whenever the world needs heroes for some kind of cataclysmic event, legendary magic items will bring someone from this bloodline together with the others, and they will eventually get strong enough to take down what needs to be taken down. My DMPC has always been one of these heroes, and the magic items have catered powers for each member. They also work in mysterious ways. My player's, however, don't dislike DMPC's, but they actually like the character's I make for the party, maybe because they're mostly chaotic evil.
I don't just roleplay the character, I also take the role of a player, and act ignorant to my own plot. Sometimes it isn't actin though, sometimes I forget.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I generally discourage DMPCs in general, yet your situation is one in which it can be a good idea. My advice would be to have you (DM) handle all of the conversation, role playing, and out of combat aspects of the character that do not require use of the DMPC's abilities. Let the player(s) direct their activities in combat, and their usage of abilities out of combat.
In this way, the player(s) become familiar with what the DMPC's capabilities are without you needing to spoon feed them anything; they still sink or swim based on their own decisions, not yours.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yeah, my DMPCs are usually only there to supply something the party doesn't have, like healing, muscle, magic or whatever. When it comes to decision-making or RP, the players are pretty much on their own unless they actually ask the NPC. (Or, for example, if they all fail their perception rolls and SOMEBODY needs to notice the clue.)
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I always have a couple NPCs at hand that I can stat out into DMPCs if necessary for a limited amount of time, e.g. if the party is short a couple players, or if narratively speaking it makes the most sense for them to have a companion or guide for one specific mission. The fun thing is that these temporary DMPCs give me the flexibility to throw harder encounters at the party than they would normally be able to handle, which they seem to enjoy.
To make sure that the DMPCs don't overshadow the group, I follow a few guidelines:
"We're the perfect combination of expendable and unkillable!"
My current party of players have a pet tiger using the UA Sidekick rules. He helps fill out their ranks while being entirely completely out of the spotlight.
I've always wanted to use those, how are they?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
To be fair, if SOMEBODY needs to notice the clue, you could simply rule that the highest passive perception notices it automatically (perhaps after 5 minutes, with a loss of a bonus weapon or bonus exp to compensate)
Fine, I suppose. They're basically very boring PCs. This makes them useful as companion NPCs because they're easy enough to run without overshadowing the PCs. (Spellcasters are still spellcasters, so they carry natural complexity.)
That said, my only experience is with a warrior, who is basically a beefier version of the base template (i.e. a tiger.) But I like the option, especially because I can give them a pet and not worry about it being one-shot by a nasty monster.
I feel like a lot of it comes down to the players themselves, especially if there are 4 or mire PC in a campaign. If the party knows how to play the game and are very confident in their skills there is absolutely ZERO need for a DMPC, even if the party has weak points because good players know how to work with their flaws.
i have had entire games ruined by DMs who font know how to properly utilize a reoccurring/permanent NPC character and its really suffocating from a player stand point constantly having someone there who doesn’t really need to be.
i lean more towards the side of “if they are there longer than 3 sessions you are doing something wrong” but all in all its more of a, read the situation and decide from there
I don't think NPCs should typically be with the party just to help or "fill out" the party. If you just have one or two players that's another story, but that's typically not the case. The NPCs should be there to drive a plot forward more than anything else.
I run a homebrew game that's been going on for over a year now, but to make it easier for myself I stick some published adventures in here and there. Near the start of my campaign I used the Sunless Citadel (possible minor spoilers ahead) adventure, and the gnome Erky Timbers joined the party until they got out of the dungeon. At this point he told the party to meet him at the Spires of the Morning in Waterdeep - where he works as an acolyte of Lathander - for a reward. They have yet to actually go there - though they talk about Erky and eventually getting there a lot - but I have plot hooks prepared for when they do.
Currently the party has a halfling helping them out - long story for how he joined up - and they have really come to like him... Which is going to make it really fun when they finally discover that he's actually an Oni tasked with luring them to the BBEG's lair.