Hello there, I am curious if anyone has a decent method for allowing a player to have 2 classes that each go up to level 20. This is because I want to run a campagin with less players but to make up for it they get to level up 2 classes per level. E.g. level 1 would be like 1 fighter , 1 wizard and it goes up to level 20.
I think it would get really hard for you to provide challenging encounters for players built like that. It will not fix the action economy problem - a 2 player party will still only have 2 turns per round and more than a handful of enemies are likely to overwhelm them. There are many factors that limit PCs in this game, double-classing would still be constrained by some of them and would completely blow away others. Everything would be too easy or too hard.
I think there are better strategies for a small party. You can use the sidekick rules to give each player a sidekick, you can have a rotating cast of support NPCs that join the party for a time, or you can just design smaller encounters.
I agree with scatterbrained that making characters like that (they’re called gestalt, btw, and used to be a thing in prior editions) isn’t the way to go. But if you’re dead set on it. First thing I can think is to go pen and paper. The character builder doesn’t support what you’re after, but just writing it down should get you around that. Second choice might be to homebrew an item that has the powers of the second class, but that would probably get really wonky really fast.
A final option is to just keep in mind you only have two PCs, and design a campaign with their various abilities in mind. For example, if no one can pick locks, minimize (not zero out, just minimize) the number of locks they run into, if no one can heal, give lots of potions, etc.
It was just mostly a first idea on how to make 1-2 PC's feel interesting with some sort of buff. Since Im hosting this as a side game for people who are more shy, I want them to feel like they are getting a good experience in terms of power even though the party size is 2/3 lower than the normal. I already planned to do some sort of sidekick system, but I was looking for some extra 'power' I could give them.
It was just mostly a first idea on how to make 1-2 PC's feel interesting with some sort of buff. Since Im hosting this as a side game for people who are more shy, I want them to feel like they are getting a good experience in terms of power even though the party size is 2/3 lower than the normal. I already planned to do some sort of sidekick system, but I was looking for some extra 'power' I could give them.
Honestly, it's best to not go for gestalt characters for reasons given. It's really difficult to balance even for a game that's inherently hard to balance anyway. You're better off either providing sidekicks, NPC help, toning down encounters or providing buffs (eg magic items, allowing max rolls for HP, etc).
When my wife and I play, I as DM also have a PC, but one that's only there to provide additional firepower and the occasional help. She has.a second character along the same kind of lines. Her primary character is the one making decisions, doing the RP etc. between that and being somewhat flexible with the rules, we tend to find it fine. At least, we haven't TPK'd yet or even had a death.
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I actually did a four class character like that. The builder only would go to 20 levels max. So 5 levels each. ‘it was for some one on one gaming. The character essentially became a cantrip queen. But action economy sucked rear end. but it was fun for what we were doing.
Basically now she sits as a nice npc for me. A hardy but not over powered high level character pcs can interact with. Honestly a 5th level normal party could easily take her 20th level self out. Rogue / Fighter / Sorceror / Warlock
Maybe This Tread can help. The OP has a link to 3.5E rules for this that may be helpful. Not sure about the rest of the thread, it’s been a while since I read it.
I would vote for giving the players two characters each, either sidekicks or full PC characters, assuming you don’t want to reduce the CR of encounters instead.
There are only three of us at my table (myself and my offspring), so that’s how we always play.
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Hello there, I am curious if anyone has a decent method for allowing a player to have 2 classes that each go up to level 20. This is because I want to run a campagin with less players but to make up for it they get to level up 2 classes per level. E.g. level 1 would be like 1 fighter , 1 wizard and it goes up to level 20.
I think it would get really hard for you to provide challenging encounters for players built like that. It will not fix the action economy problem - a 2 player party will still only have 2 turns per round and more than a handful of enemies are likely to overwhelm them. There are many factors that limit PCs in this game, double-classing would still be constrained by some of them and would completely blow away others. Everything would be too easy or too hard.
I think there are better strategies for a small party. You can use the sidekick rules to give each player a sidekick, you can have a rotating cast of support NPCs that join the party for a time, or you can just design smaller encounters.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I agree with scatterbrained that making characters like that (they’re called gestalt, btw, and used to be a thing in prior editions) isn’t the way to go.
But if you’re dead set on it. First thing I can think is to go pen and paper. The character builder doesn’t support what you’re after, but just writing it down should get you around that. Second choice might be to homebrew an item that has the powers of the second class, but that would probably get really wonky really fast.
A final option is to just keep in mind you only have two PCs, and design a campaign with their various abilities in mind. For example, if no one can pick locks, minimize (not zero out, just minimize) the number of locks they run into, if no one can heal, give lots of potions, etc.
It was just mostly a first idea on how to make 1-2 PC's feel interesting with some sort of buff. Since Im hosting this as a side game for people who are more shy, I want them to feel like they are getting a good experience in terms of power even though the party size is 2/3 lower than the normal. I already planned to do some sort of sidekick system, but I was looking for some extra 'power' I could give them.
Why are two characters per player out of the question?
Honestly, it's best to not go for gestalt characters for reasons given. It's really difficult to balance even for a game that's inherently hard to balance anyway. You're better off either providing sidekicks, NPC help, toning down encounters or providing buffs (eg magic items, allowing max rolls for HP, etc).
When my wife and I play, I as DM also have a PC, but one that's only there to provide additional firepower and the occasional help. She has.a second character along the same kind of lines. Her primary character is the one making decisions, doing the RP etc. between that and being somewhat flexible with the rules, we tend to find it fine. At least, we haven't TPK'd yet or even had a death.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I actually did a four class character like that. The builder only would go to 20 levels max. So 5 levels each.
‘it was for some one on one gaming. The character essentially became a cantrip queen. But action economy sucked rear end.
but it was fun for what we were doing.
Basically now she sits as a nice npc for me. A hardy but not over powered high level character pcs can interact with. Honestly a 5th level normal party could easily take her 20th level self out.
Rogue / Fighter / Sorceror / Warlock
Maybe This Tread can help. The OP has a link to 3.5E rules for this that may be helpful. Not sure about the rest of the thread, it’s been a while since I read it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I would vote for giving the players two characters each, either sidekicks or full PC characters, assuming you don’t want to reduce the CR of encounters instead.
There are only three of us at my table (myself and my offspring), so that’s how we always play.