Yes, they will struggle somewhat, but that is partly because there are only 2 of them (I would recommend giving them each a henchman to control as well). Being fighters they'll be missing out on a lot of the utility that spellcasting classes can bring, and leave them with limited options in resolving encounters. However, if one plays an Eldritch Knight that can be offset a little. If they both want to be battlemasters or champions then they'll have less options on how to solve problems.
Fighters do have Second Wind to provide a little bit of emergency healing mid-battle, and as long as they have access to Healing Potions, they should be fine, for encounters appropriately balanced for two characters instead of the usual four or five.
Perfect. This will grant them limited access to magic, and makes the two fighters vastly different assuming that the other chooses a different subclass. There's nothing wrong with having two players play the same class, even in a party of two, provided that the DM plans accordingly. Consider dropping in a sidekick for each to control, perhaps an Expert and Spellcaster.
Perfect. This will grant them limited access to magic, and makes the two fighters vastly different assuming that the other chooses a different subclass. There's nothing wrong with having two players play the same class, even in a party of two, provided that the DM plans accordingly. Consider dropping in a sidekick for each to control, perhaps an Expert and Spellcaster.
This is about what I was going to say. Give them each a sidekick. One a caster, maybe the other a the skill monkey kind do there’s someone to pick locks and disarm traps. And as others said, make sure to throw in some extra healing potions.
Fighters are fairly versatile so I wouldn't be too worried. Maybe just kick a few extra healing potions their way and remind them to fully utilize short rests.
Most of the pre-written adventures assume at least a 3-person party, and are generally balanced for a group of 4-6. I agree that it would be good to have a sidekick of some kind to accompany them... honestly, I actually encourage having a rotating roster of NPCs to give some variety. I haven't played Icespire Peak myself, but most adventures introduce friendly NPCs, and I think it would be good to let them stay with the party longer than the adventure necessarily states.
Actually, I decided to look up Icespire and apparently it comes with a few pre-made NPC Sidekicks, so it looks like the adventure you chose to run is uniquely equipped to support a two-fighter party.
I can totally understand that using Fighters is the least complicated way to play. Nothing wrong with that as all three of you are new to D&D.
You could give them an NPC helper but don't let them control him. They are more than just a method to plug gaps in tasks and skin. They can be a conduit for you to communicate with them in a way other than GM voice.
You will probably have to adjust encounters so they are still challenging without killing them. This skill is something that every GM keeps working on, it only gets easier with practice.
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Most of the pre-written adventures assume at least a 3-person party, and are generally balanced for a group of 4-6. I agree that it would be good to have a sidekick of some kind to accompany them... honestly, I actually encourage having a rotating roster of NPCs to give some variety. I haven't played Icespire Peak myself, but most adventures introduce friendly NPCs, and I think it would be good to let them stay with the party longer than the adventure necessarily states.
Actually, I decided to look up Icespire and apparently it comes with a few pre-made NPC Sidekicks, so it looks like the adventure you chose to run is uniquely equipped to support a two-fighter party.
I agree, I'm less concerned with both of them being Fighters than I am with there being just the two of them. You'll likely need to scale down some of the encounters. It's not just about them dealing less damage than a larger party, fewer targets for the enemy to choose from means they're each taking more hits than they normally would. At lower levels, that becomes dangerous VERY quickly.
Icespire peak does have some built in scaling, but I agree that its not enough. I ran DoIP with two characters twice, and there were some scary fights and one TPK. (Invisible stalker. Do not run that as written- adjust hps or resistances) Try running their recommendations through an encounter builder. Two players requires encounter scaling to move down a row on the monster XP multiplier table, and DoIP scaling doesn't really account for it.
so me and other two players are playing d&d for the first time and i am gonna run dragon of icespire pick but their both fighters will they survive
Yes, they will struggle somewhat, but that is partly because there are only 2 of them (I would recommend giving them each a henchman to control as well). Being fighters they'll be missing out on a lot of the utility that spellcasting classes can bring, and leave them with limited options in resolving encounters. However, if one plays an Eldritch Knight that can be offset a little. If they both want to be battlemasters or champions then they'll have less options on how to solve problems.
Fighters do have Second Wind to provide a little bit of emergency healing mid-battle, and as long as they have access to Healing Potions, they should be fine, for encounters appropriately balanced for two characters instead of the usual four or five.
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I'm going to make this way harder than it needs to be.
One of them is an Eldritch Knight
Perfect. This will grant them limited access to magic, and makes the two fighters vastly different assuming that the other chooses a different subclass. There's nothing wrong with having two players play the same class, even in a party of two, provided that the DM plans accordingly. Consider dropping in a sidekick for each to control, perhaps an Expert and Spellcaster.
This is about what I was going to say. Give them each a sidekick. One a caster, maybe the other a the skill monkey kind do there’s someone to pick locks and disarm traps.
And as others said, make sure to throw in some extra healing potions.
Fighters are fairly versatile so I wouldn't be too worried. Maybe just kick a few extra healing potions their way and remind them to fully utilize short rests.
Most of the pre-written adventures assume at least a 3-person party, and are generally balanced for a group of 4-6. I agree that it would be good to have a sidekick of some kind to accompany them... honestly, I actually encourage having a rotating roster of NPCs to give some variety. I haven't played Icespire Peak myself, but most adventures introduce friendly NPCs, and I think it would be good to let them stay with the party longer than the adventure necessarily states.
Actually, I decided to look up Icespire and apparently it comes with a few pre-made NPC Sidekicks, so it looks like the adventure you chose to run is uniquely equipped to support a two-fighter party.
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Out of curiosity, what subclass is the other fighter planning to take?
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I can totally understand that using Fighters is the least complicated way to play. Nothing wrong with that as all three of you are new to D&D.
You could give them an NPC helper but don't let them control him. They are more than just a method to plug gaps in tasks and skin. They can be a conduit for you to communicate with them in a way other than GM voice.
You will probably have to adjust encounters so they are still challenging without killing them. This skill is something that every GM keeps working on, it only gets easier with practice.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I agree, I'm less concerned with both of them being Fighters than I am with there being just the two of them. You'll likely need to scale down some of the encounters. It's not just about them dealing less damage than a larger party, fewer targets for the enemy to choose from means they're each taking more hits than they normally would. At lower levels, that becomes dangerous VERY quickly.
Icespire peak does have some built in scaling, but I agree that its not enough. I ran DoIP with two characters twice, and there were some scary fights and one TPK. (Invisible stalker. Do not run that as written- adjust hps or resistances) Try running their recommendations through an encounter builder. Two players requires encounter scaling to move down a row on the monster XP multiplier table, and DoIP scaling doesn't really account for it.
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