MrVergee |
I would say that almost anything goes. I've been mastering a two man party for a long time now. In one campaign, we had a wiz/rog/arcane trickster and a rogue as the two PCs.
I worked perfectly. Healing in combat was not really an option, but I provided the guys with enough possibilities for downtime healing. On the other hand, this 'sneaky' party offered a whole different set of options that a normal party would never have.
The two same players are in a new campaign now. Now they play a more classic cleric and melee type (dervish). Very powerful combination, works very well in combat.
In both cases the party worked without a problem. The upside is that you can easily provide an NPC to accompany them, which often works out great storywise as well.
Stebehil |
I think it depends very much on the campaign you are playing. If you have a classic dungeon campaign, two PCs could be difficult, no matter which classes you have. Otherwise, you will have to tailor the challenges to the characters anyway.
That said, I would probably go for a monk or cleric and a duskblade or bard - some fighting abilities, healing, some arcane spells and rogue skills should cover almost everything. In fact, I think a bard would be a great choice for any group with less than four PCs, as this class covers a broad range of capabilities. A monk has a broad range of abilities as well. But just these two classes (monk/bard) would make a strange combination with a lot of potential for heavy role-playing, as these two classes are quite different in outlook.
Stefan
Fake Healer |
I think that for most general purposes a Beguiler and a Dragon Shaman would work well. You could also switchout Dragon Shaman for a cleric or druid if you wanted more healing access.
Beguiler= rogue and arcane caster
Dragon Shaman= meat shield/ frontliner/ limited healing and buffs
not a bad combo.
FH
Valegrim |
would help if you had said starting classes at first level or advanced prestige classes, but starting:
rogue and bard
rogue and cleric of rougish diety
Barbarian and druid
Ranger and druid
Paladin and Cleric of same diety
warrior and cleric
warrior and druid
add any other books and you get about the same thing.
wizard types are useless at first level so really need a group to hide behind during adventuring; rogues are the easist to solo and duo with; rangers being a close second; the healer types only allow your to keep playing without resting to heal wounds over time; so are a must also and have decent survivability. We have tried all of these combos and all work well.
In the classic dungeon sense; the sneakier the better for survivability as you will want to avoid as much face to face combat as possible and with the find/remove traps ability; rogues really take precidence.
Fatespinner RPG Superstar 2013 Top 32 |
Scout and Druid.
Scout fills the skill monkey/trapfinder role and provides nice ranged damage. Druid is healer and frontline melee person in animal form.
Plus, the druid can use spells like entangle to pin down a group of enemies, then join the scout in raining ranged damage down on them (probably in the form of spells, but archery is plausible as well).
Fatespinner RPG Superstar 2013 Top 32 |
there's no such thing. i'd never run with less than 4. if you only have 2 guys to play with, have them each make 2 chars.
Bah! Why so close-minded? Just because most adventures are meant for 4 characters doesn't mean that's the only way to play. Hell, I would say that 50% of all the games I've ever played have been either 2 person parties or solo campaigns!
I think that people get hung-up on pre-made adventure paths too much. In my 12 years of gaming, I have played in exactly TWO pre-made modules and they weren't the most impressive ones by far. Make up your own campaigns, write your own stories, come up with your own encounters. Not everything has to be pre-generated.
James Keegan |
I think a cleric or druid that specializes in summoning spells along with a ranger with a high strength, dexterity and constitution would be a well-rounded 2 person party. Animal companions and summoned creatures help set up flanking opportunities for the ranger (who would probably go into melee when a straight fight was necessary, keeping the heat off of his spellcaster companion). Rangers have a good skill selection, bonus feats and combat style. Eventual animal companion and spellcasting make them more desirable in this kind of game as well. Only major downsides are hit points and AC, but with the toughness feat, a high CON and DEX and milking every opportunity for AC gain, they could work.
Druids and Clerics are pretty self-explanatory, the important thing is to have some good summons active in the tough fights to keep pressure off.