Gestalt Characters in APs


Pathfinder Adventure Path General Discussion

Scarab Sages

I'm going to be running an AP with only two players. I'm either going to have them roll two PCs each, or maybe try out the Gestalt route.

I've seen people mention Gestalt's here before, so I would like to know how well things went, and if there's any tips (or warnings) you can give me.

Ta


I have two players (with the occasional third PC when he shows up) use gestalt characters through Carrion Crown (just one session left).

The only issue we've had is that it is much more dangerous should one member fall, and retreat is more often used during combat. Make sure they can carry each other! :)

There are several other threads about this with ideas if you search for "gestalt".


I'm running Gestalt with Carrion Crown and it works fine.

I generally bump up the challenge a mite to compensate, since I have more than a full party, but with yours that's not necessary.

Really being Gestalt gives them the role versatility of a 4-man party (so they can cover 4 roles out of combat without sacrificing combat power), but does nothing for their action economy.


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I don't recommend 2 PCs per player. Twice the paperwork and half the roleplaying. But that's a personal thing.

I haven't gestalted 2 PCs through an AP. But I do routinely run APs with 2 PCs. Action economy as it is, the bad guys get to do twice as much to the PCs as they normally would. But there's half as many PCs to take the glory. I say try it out. Just have your players remember...

Tactics

Intelligence. Not just for wizards anymore(TM)

Scarab Sages

ANebulousMistress wrote:

I don't recommend 2 PCs per player. Twice the paperwork and half the roleplaying. But that's a personal thing.

I haven't gestalted 2 PCs through an AP. But I do routinely run APs with 2 PCs. Action economy as it is, the bad guys get to do twice as much to the PCs as they normally would. But there's half as many PCs to take the glory. I say try it out. Just have your players remember...

Tactics

Intelligence. Not just for wizards anymore(TM)

This fills me with confidence, I'll take your recommendation. One of my players has a good head for tactics, and the other is good at roleplaying around problems.

If they have trouble I can throw in a temporary NPC for some of the tougher fights.


It really depends on what your players want to run. I'd recommend having them run normal characters on a 25-point build, and then developing a GMPC to fill the void. There are ways to do this for rogues, clerics, and damage sponges; a cleric could be of a healing sect that doesn't believe in causing physical harm to others but will help the PCs. A rogue can have the Rogue Talent to auto-detect traps within 10 feet (thus meaning you don't use GM knowledge). And one of the best damage sponges around is a Paladin with a high charisma and decent constitution; just create a code of ethics for the paladin that works well for supporting one's companions and the like (assuming the party's not evil that is).

However, I will warn you... I've noticed three players is about the minimum for roleplaying cohesion. Two players tend not to roleplay as much and get sidetracked. The third player helps create a sense of community from which the four of you can work from. And that third player need not be physically present - I'm running two games currently; one is over Skype (one player lives local to me and will often be in the next room on her laptop while the other two live over a thousand miles from me) while the second is a tabletop game but has one of the Skype players also joining in. But that's just my experience from a couple decades of GMing.


all i can say is since my players try with gestalt, they won´t leave gestalt rule.

for me as a GM, the gestalt is very flavorful, there is no need for npc to fill holes (every npc must have a purpose, but those make for heal for expamle, is a waste to me) ok with gestalt some players want to mix some healers for that reason.

use gestalt u wont regret

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