Running a Game for One Player


Advice

Dark Archive

How many of you run games for one player?
What are your campaign specifics?
Do you have the player run multiple characters?
Do you run NPC's along side the PC to help out?
If you run for just one PC, what do you do to keep the game balanced and enjoyable for one player?

Unfortunately we don't all have large gaming groups. I do good to get more than two people together at a time. I'm wanting to start a new campaign for just my wife though. Anyway, there's the topic. Running for one player.

Let's discuss.


I too am wanting to know these things. As for me, I plan on running my fiance through her own campaign. She will be playing her character and her animal companion.


Go old school. Start her with a couple of henchmen and allow them to hire a few men-at-arms/hirelings. You can make one of her henchmen a potential or active romantic interest. Ars Magica has some guidelines for this if I recall---but think, Hero, a couple loyal henchmen, and a small warband (maybe 6-8) of 'hired guns'. Make her either an heir to some minor nobility (e.g., a Baron or the like) or an Nth daughter of some major nobility where N is a lot higher than 1st (Duke or higher) to explain her loyal retainers.

Liberty's Edge

The best one man game I was ever in was run by a good friend during a period when we were both watching the very early episodes of the Angel TV series (of Buffy the Vampire Slayer fame). My character was a rogue, a real skill monkey set up as a private detective in the Forgotten Realms somewhere. I was drawn into everything from missing persons cases to Demonic Apocalypse type scenarios. The DM did run one DMPC, who was sort of the Watson to my Holmes, though he was always careful to keep the focus squarely on me and off of the DMPC. He gave me plenty of magic weaponry and items to keep me strong enough to take on the enemies I was facing, and I quickly developed a cadre of friends to take care of crafting and the like (Leadership Feat). It was a blast, I'd highly recommend it to anybody. Nathaniel Eberhardt, private investigator. I'll never forget him.


I ran a really fun one-player campaign a few years back. It was actually in a science-fiction future setting, and the player was a high-tech spy whose cover had sort of been blown. A spy character worked well because he wasn't trying to take part in large-scale battles, but instead was always on his own trying to blend in and find information. Lots of diplomacy, bluffing, etc., punctuated by desperate chase scenes when someone caught on to his act. When he interacted with his bosses, it was almost always through another lone contact-- and he often wasn't certain if he could trust his contacts, so the campaign really lended itself to a lot of one-on-one cat and mouse kind of dialog.


I ran several 1-player games. I love playing with a single player.

I like that as a DM, I can focus solely on one player - kind of obvious you'll say as there is ONE player, but that's something that I can't do in a multiple player game.

I can easily design plot revolving around the character rather than the opposite (players attempt to resolve the plot). As a matter of fact, that's one of the most efficient way to play with a single player IMO.

Of the single players games I have/had...

One featured an alu-fiend (2E half-fiend) who fled the abyss through the river Styx, forgetting her former life and discovering morality.

Another planescape game featuring a dustman (dead-loving factions) helping lost souls to pass away.

A Forgotten Realms game featuring a wizard's apprentice realizing that he has been bred/trained with a purpose according to his destiny (kind of Harry Potter meets Arthur Pendragon)

A noble whose family got killed while he was a teenager, trying to recuperate his father's barony.

Oh, a thief/burglar doing a lot of second storey jobs. I think that was my first solo player game...

'findel


A friend and I each run a game for each other. Each game consists of the player handling two PCs and two DMNPCs to accompany them. It's certainly not for beginners, as you need a really good understanding of the rules to make it work, and it helps if the player knows a bit about the mechanics of the DMNPCs to help the DM out from time to time (usually as gentle reminders that so-and-so has this ability or this effect on).

It works best if the two PCs know each other quite well. I ran a game where they were brother and sister, and I currently have two best friends in the one I'm playing. It makes it more natural for the two to feed of each other without meta-gaming with inappropriate character knowledge.


http://www.youtube.com/watch?v=7Mp7Ikko8SI

sorry!


I have run several 1 player games in the past, and in my experience the best ones were mostly city based with lots of RP and investigating.
I once ran a single player campaign based in Westgate FR, where the rogue tried to destroy the almighty thieves guild from within. Just like the spy campaign mentioned above it always gave a very tense, almost paranoid atmosphere

Dark Archive

meatrace wrote:

http://www.youtube.com/watch?v=7Mp7Ikko8SI

sorry!

Someone actually made that adventure they are playing.

Pleasure Prison of the B'thuvian Demon Whore.

Really sorry!


Evil Genius Prime wrote:
How many of you run games for one player?

I have on a few occasions.

Evil Genius Prime wrote:


What are your campaign specifics?

Varied, but as a general statement some of the "campaigns" were much more focused. More like a typical story vs a gaming campaign as the spotlight was firmly on a single main protagonist.

If run like a typical D&D adventure it becomes much more like an arbitrated "choose your own adventure" for the one player, but you have to be careful to not overwhelm them. You'll also probably need to provide occasional in-setting support of some kind to keep them from getting one-shotted or chump dropped if a fight goes the wrong way.

Evil Genius Prime wrote:


Do you have the player run multiple characters?

Either way.

For a story-driven plot, I prefer one main protagonist. Even if the player does run more than one character, I'll encourage them to keep one more primary for a given story arc to prevent schizo scenarios.

Evil Genius Prime wrote:


Do you run NPC's along side the PC to help out?

Generally you'll have to provide a lot more NPC frontage to fill in the gaps, but I don't like to promote an NPC to such a point that they are a DMPC anymore.

Often what I'll do is allow the player to control a cohort or ally in combat situations, and I'll handle the roleplaying aspects and provide the "voice".

Evil Genius Prime wrote:


If you run for just one PC, what do you do to keep the game balanced and enjoyable for one player?

Scale back the opposition a bit. Keep the ratio more like 75% / 25% roleplaying / combat. Heavier use of out-of-combat abilities.

Evil Genius Prime wrote:


Unfortunately we don't all have large gaming groups. I do good to get more than two people together at a time. I'm wanting to start a new campaign for just my wife though. Anyway, there's the topic. Running for one player.

Let's discuss.

It's not the same as running a group as the social aspect is lacking. However, there is a potential to tell a collaborative story with your player much more coherently than with a more typical group.

Bottom line, it comes down to the relationship between the GM and the single player. If you are working together to make the format work it can be very rewarding.

I say go for it and give it three sessions. If after that its not working, its been a small investment and you can easily stop.


the David wrote:
meatrace wrote:

http://www.youtube.com/watch?v=7Mp7Ikko8SI

sorry!

Someone actually made that adventure they are playing.

Pleasure Prison of the B'thuvian Demon Whore.

Really sorry!

Yep, we actually sold that at the FLGS I worked at. I had the privelege to peruse it. It's...pretty much precisely what you'd expect.


Running a game for one player can be very rewarding for both the player and the GM. There are even a few games written just for two. (I won't publish the names here because they're not Paizo games.) You have the opportunity to choose a setting that appeals to one player in particular, run a story that appeals to one, and schedule as much or as little play time as you like without waiting for "everyone" to be available.

I have a few suggestions for how to make the most of the endeavor.

  • The player should never control more than one character. At early levels they should probably act alone, and eventually may team-up with an NPC (controlled by the GM) for certain encounters. Later, they may even develop a group of followers to care for/order around. But those orders should be issued in character! ("Filo, I want you to keep lookout from the roof," is good. "Filo climbs up to the roof," is bad.)

    This is important because the greatest advantage you get from one-on-one roleplaying is complete immersion for the player. There is no "down time" while other players act. There are no out of character (OOC) discussions of strategy or loot. By having one player controlling one character full-time, she will get in character, and stay in character, incredibly well.

  • Write good NPCs. Plan at least two NPCs ahead, and be ready to make up more as you play. Since there are no other characters to role play opposite, the PC will have a lot of interaction with NPCs. She probably shouldn't start out with any obvious allies, and especially not any who are more powerful than her. It's better to have some NPCs she will encounter who have various personalities, some of whom are inclined to like her, and some of whom are inclined not to.

    It's very rewarding to slowly earn the trust of the local thieves guild, gain membership, encounter a rival who is either defeated or befriended, and eventually make your way into a position of power. It's less rewarding to start out as a member in good standing.

  • Don't forget 'the little people' like the store keeper, local beggar, bartenders, etc. If your PC has a bar she likes to frequent and a few friends to swap stories with, maybe an ex-lover who glares at anyone who makes a move on her, a kindly/grumpy old neighbor who would notice if she didn't come home . . . you can see what bit-players she takes a shine to and make stories that involve them later.

  • The setting can be a character. If she takes a room, make it a second story room above the local market or bazaar, and every morning (afternoon, evening) when she wakes up, describe the sound of the street outside her window. Is it bright and lively, business booming at the flower stand? Gloomy, drizzling, and chilly, with everyone huddled to themselves? What day of the week is it? Is it a holiday? One day it could be strangely quiet, and as she peeks out her window she sees a funeral procession going by. (I used to use a Farmer's Almanac for weather, sunrise/sunset, moon phase, etc. Now you can substitute websites.)

    Not only do these brief descriptions add realism (If you went to work not knowing what day it was, I be you could tell a Monday from a Friday!) but it's important that the setting, the rest of the world, has something going on other than the character's life. It gives the PC something to react to with mood.

  • Don't sweat the advancement rules too much. When the PC finishes an important storyline, give out a level! It doesn't matter if there have been 13 1/3 fights or not, only that the player has had enough time to fully enjoy one level before moving on to the next. (Don't go to fast. You can get a lot of mileage from each level!)


Evil Genius Prime wrote:

How many of you run games for one player?

What are your campaign specifics?
Do you have the player run multiple characters?
Do you run NPC's along side the PC to help out?
If you run for just one PC, what do you do to keep the game balanced and enjoyable for one player?

Unfortunately we don't all have large gaming groups. I do good to get more than two people together at a time. I'm wanting to start a new campaign for just my wife though. Anyway, there's the topic. Running for one player.

Let's discuss.

I would suggest she run two characters, and you can run a 3rd for her if you think it is needed.

He is an example of how I do it.

Say we have two level 5 players, which maxes out on difficulty of a CR 7(BBEG) monster. Two level 5's are equal to about 4 CR 3's.

So we treat that party as an APL of 3, but be careful to not overload the players with enemy numbers. A boss fight can be a CR 6. a tough fight would be a CR 5. The other fights should be CR 3's and 4's

Dark Archive

@ Blueluck. Thanks for the advice. All of that makes a lot of sense. You've been a big help.

@ Wraithstrike. Thanks for the combat suggestions. Breaking down the CR's for less than four PCs was very helpful.

Sovereign Court

I am running the Falcon's Hollow modules for my partner. She is playing two gestalt PCs with high stats. It's working pretty well, power-wise, but I am planning to drop the half-celestial template on them before they tackle Red Hand of Doom.

She is DMing Curse of the Crimson Throne for me. I am playing two gestalt PCs, plus a pseudodragon we picked up along the way. No modification needed.

So, that's one strategy for running published stuff.

Dark Archive

GeraintElberion wrote:

I am running the Falcon's Hollow modules for my partner. She is playing two gestalt PCs with high stats. It's working pretty well, power-wise, but I am planning to drop the half-celestial template on them before they tackle Red Hand of Doom.

She is DMing Curse of the Crimson Throne for me. I am playing two gestalt PCs, plus a pseudodragon we picked up along the way. No modification needed.

So, that's one strategy for running published stuff.

How do you do your Gestalt CHaracters? I no longer own a copy of Unearthed Arcana for 3.5.

Dark Archive

Evil Genius Prime wrote:
GeraintElberion wrote:

I am running the Falcon's Hollow modules for my partner. She is playing two gestalt PCs with high stats. It's working pretty well, power-wise, but I am planning to drop the half-celestial template on them before they tackle Red Hand of Doom.

She is DMing Curse of the Crimson Throne for me. I am playing two gestalt PCs, plus a pseudodragon we picked up along the way. No modification needed.

So, that's one strategy for running published stuff.

How do you do your Gestalt CHaracters? I no longer own a copy of Unearthed Arcana for 3.5.

Hey, GeraintElberion. DId you see that last question I asked you?


A few things to consider beyond what has been posted already.

1) Adjust encounters accordingly. While 1 goblin is better then 4 when facing a single foe. Other encounters where DR or special abilities are required to defeat them maybe impossible for even the single player.
2) Same goes with treasure. While you may not want to customize all magic items for that specific character, doing so when it is needed for story progression may in fact be beneficial for the player not to be overwhelmed.
3) Sometimes it can be fun to be the solo character facing multiple foes. Not only does it mean more XP but it also means that the character needs to think more. Acting rashly with little or no backup can be disastrous.
4) Include appropriate items for the player to survive. And extra potion of healing at the temple or from the local alchemists shop could mean the difference between life or death. Don’t just hand it to them but give them the option of getting it.


Gestalt Characters
In this high-powered campaign variant, characters essentially take two classes at every level, choosing the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. if the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all aspects that don’t overlap.

The gestalt character variant is particularly effective if you have three or fewer players in your group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer players with an abundance of options.

Building A Gestalt Character
To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.

Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.

Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.

Class Features
A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.
Gestalt Combinations
Because the player of a gestalt character chooses two classes at every level, the possibilities for gestalt characters are almost limitless. The following combinations are particularly potent.

Barbarian/Bard
The “bardarian” has two choices in a battle: use a mix of party-aiding spells and attacks, or rage and use inspirational music to urge the rest of the party on as he attacks. Only the bardic music abilities that actually require a Perform check (such as countersong and fascinate) are off limits during a rage. Neither barbarians nor bards wear heavy armor, so gear selection is straightforward.

Barbarian/Wizard
The barbarian brings that d12 Hit Die to the table, and that’s almost all that matters to the fragile wizard. A good Fortitude save is sure to save the gestalt character’s hide a few times, and a high-Intelligence character benefits greatly from the union of two disparate class skill lists. And as a bonus, you’re literate at 1st level. The only downside? You can’t cast spells in a rage. This combination deliberately tweaks the stereotypes of both classes, so you’ll want to spend some time thinking about your character’s backstory.

Cleric/Sorcerer
This gestalt combination is effectively the mystic theurge prestige class on steroids. You can load up on combat spells as a sorcerer, then prepare utility and protective spells as a cleric-which you can always spontaneously cast as healing spells if you like. As a side benefit, your high Charisma helps both your arcane spellcasting and your ability to turn undead.

Druid/Ranger
With the ranger’s base attack bonus, you’ll be a more effective combatant when you wild shape into a predator. The extra skills of a ranger are welcome, and if you choose the archery combat style, you’ll be ready for both ranged combat and an up-close fight in wild shape form.

Fighter/Ranger
If you like feats, this is the class for you. Most fighters must choose whether to split their feats between melee and ranged combat or emphasize one kind of attack at the expense of the other. The fighter/ranger can have it both ways, relying on the fighter bonus feats to improve melee attacks and the ranger’s combat style, improved combat style, and combat style mastery to pick up three good archery feats.

Fighter/Rogue
Every rogue likes to get behind the enemy and dish out sneak attack damage. With this gestalt combination, that trick gets even better because you have the hit points and Armor Class to survive toe-to-toe with the enemy, you’ll hit more often, and you get more attacks, which just means more chances to pick up a fistful of d6s. You can wear heavy armor, but you’ll degrade some of your better skills and you’ll lose access to evasion.

Monk/Cleric
You’ll probably give up your armor, but you can run around the battlefield in a blur, healing your comrades and putting the hurt on the bad guys with such combinations as stunning fist with an inflict serious wounds spell attached. Once you draw up your new character, note how many great cleric spells have a range of touch. The same Wisdom score that drives your spellcasting also improves your Armor Class.

Monk/Sorcerer and Monk/Wizard
With three good saves, more hit points, and the best unarmored Armor Class, the monk covers up many of the weak points of the sorcerer or wizard. The only downside is that the important ability scores for sorcerers and wizards—Charisma and Intelligence—are the two ability scores that the monk cares least about. This can be a tough combination to pull off, especially if you’re using point-based ability score generation.

Paladin/Sorcerer
Charisma does the heavy lifting for this gestalt combination. Why? Two words: divine grace. Like all sorcerers, you’ll send your Charisma score into the stratosphere with the every-four-levels improvement and the best cloak of Charisma you can afford. Every time you get more spells, your saving throws improve as well. The downside? You can’t wear armor like most paladins.

Sorcerer/Wizard
Unlike most gestalt characters, your hit points, Armor Class, base attack bonus, and saving throws aren’t any better than a standard sorcerer or wizard. But oh, the spells you can cast! Unlike a standard arcane spellcaster, you can afford to use your highest-level spells in most of your serious fights. It’s a good idea to use your sorcerer slots on combat spells (such as the ubiquitous fireball) and the occasional defense or utility spell (perhaps mage armor or haste). Then you can use your wizard slots for spells that are great against specific foes (such as dismissal) or life-savers in specific situations (gaseous form). You can gamble a little more with your wizard spell selection because you know you have all those useful sorcerer spells backing you up.

Balancing Gestalt Characters
Obviously, this variant results in characters who are significantly more powerful than is standard. But how much more powerful? The simple answer-that gestalt characters are twice as powerful as standard characters—isn’t accurate. Gestalt characters don’t have an advantage in the most important game currency: available actions. Even a character who can fight like a barbarian and cast spells like a sorcerer can’t do both in the same round. A gestalt character can’t be in two places at once as two separate characters can be. Gestalt characters who try to fulfill two party roles (melee fighter and spellcaster, for example) find they must split their feat choices, ability score improvements, and gear selection between their two functions.

While a gestalt character isn’t as powerful as two characters of equal level, a gestalt character is more powerful than a standard character. Hit points will always be at least equal to those of a standard character, saving throws will almost certainly be better, and gestalt characters have versatility that standard characters can’t achieve without multiclassing. Furthermore, a party of gestalt characters has greater durability and many more spells per day, so they can often take on six or more consecutive encounters without stopping to rest and prepare more spells.

Your players may be excited by the chance to play fighters with powerful sneak attacks or spellcasters who can cast any spell. But as the game master, you know that the only measure of PC power that matters is the comparison with NPC power. By throwing monsters of higher Challenge Ratings at them, you’ll still be giving them significant challenges. Gestalt characters look superior compared to standard characters, but that’s a false comparison. With this variant, such “standard” characters don’t exist.

Here’s how to build a campaign that can handle gestalt characters.

Challenge Ratings
Gestalt characters can obviously handle more opposition than standard characters. The simplest way to compensate for this is to use adventures with tougher monsters. In general, a party of four gestalt characters can handle multiple encounters with a single monster of a Challenge Rating equal to their average level + 1. If the monster poses a challenge because it forces the characters to succeed on life-threatening saving throws (such as with a medusa or a wyvern), it’s even weaker against gestalt characters, who have few or no weak saves. Characters can handle multiple encounters with such monsters at a Challenge Rating equal to their average level + 2. A shambling mound (CR 6) or a medusa (CR 7) would be appropriate average encounters for four 5th-level gestalt characters. If you take this approach, realize that characters gain levels faster than in a typical campaign, because they’re gaining experience points as if those encounters were harder than they actually are. You’re obviously comfortable with a high-powered game, so faster advancement may be an additional benefit, not a problem. if you rely on published adventures, this is the easiest option.

If you want to keep level advancement at the standard average of thirteen encounters per level, reduce the Challenge Ratings of all the monsters and NPCs in your campaign by 1 (or by 2 if they rely on failed PC saving throws to pose a challenge). The shambling mound and the medusa would both become CR 5 monsters, and the gestalt characters gain levels at the usual rate. Monsters with a Challenge Rating of 1 become CR 1/2, and other monsters with fractional Challenge Ratings have their CRs cut in half (kobolds become CR 1/6, in other words). Many staple low-CR monsters don’t work well against a party of gestalt characters, even 1st-level gestalts.

Adventure Design
Once you adjust the Challenge Ratings, you have one more subtle factor to consider when you design adventures for gestalt characters. You must take into account the greater “adventure stamina” of gestalt characters both when you’re preparing an adventure and when you’re at the gaming table running the adventure. Because gestalt characters have more hit points, better saving throws, and deeper spellcasting lists than standard characters, they can safely tackle more encounters in a row before they run low on hit points and spells.

Gestalt characters can, for example, delve deeply into a dungeon on their first foray, when the dungeon denizens may not be expecting them. The defenders of any site in a site-based adventure can’t rely on wearing out a party of gestalt characters. They have to pose enough of a threat that the gestalt characters retreat because they’re worried about their hides, not just because the wizard is almost out of spells.

In event-based adventures, gestalt characters can wreak havoc with timetables because they have more resources at their disposal. For example, a 10th-level gestalt wizard/sorcerer can easily teleport the entire party four times a day-without resorting to scrolls. That means two round trips to visit the wizened sage who’s an expert in rune translation, each in the blink of an eye.

At the gaming table, you may want to plan longer gaming sessions because rest periods for the characters are natural stopping points for the players, and gestalt characters have fewer rest periods. if you do stop in the middle of the action, encourage your players to take careful notes of which class abilities they expend, which spells they have active, and other relevant information. Gestalt characters are complex enough that relying solely on memory is a recipe for trouble.

NPCs
An important aspect of most campaigns is verisimilitude—which is centered on the notion that everything in the campaign world is obeying the same set of rules. Accordingly, any important NPCs in your game should also be gestalt characters. It’s probably not necessary to have low-level noncombatant NPCs pick two classes, but any NPCs above 1st level should be constructed as gestalt characters. (NPCs with levels only in NPC classes-adept, aristocrat, commoner, expert, and warrior-can remain standard characters.)

Prestige Classes
The high-powered nature of the gestalt character variant gives you more room to create unique prestige classes. First, you can create narrowly specialized prestige classes, and they’ll still be compelling choices for PCs because the characters can simultaneously advance in a regular class while taking levels in the prestige class. Players won’t feel shoehorned into a very specific prestige class if they have another class they’re also advancing in. Second, you can create truly outrageous prestige classes-but add the additional cost that such classes take up both class choices for gestalt characters. For example, a prestige class that offered a d12 Hit Die, +1/level base attack bonus, two good saves, full spellcasting, and a host of class features would be completely unbalanced in a standard game. But if it takes up both “class slots” for a gestalt characters, it’s no more powerful than taking a level in the barbarian/wizard gestalt.

Campaign Pacing
Once it is adjusted as outlined above, a campaign that employs gestalt characters isn’t that different from a standard campaign. Gestalt characters don’t gain access to key campaign-changing abilities faster than their standard counterparts. No gestalt character can use teleport or raise the dead under her own power before 9th level, and no nonmonk gestalt character gets a second melee attack in a round before 6th level. Gestalt characters get to tackle monsters a level or two ahead of time, but they’re still fighting gnolls at low levels, rakshasas at middle levels, and balors at high levels. Perhaps the only noticeable difference in terms of campaign pacing is that gestalt PCs are “something special” from the beginning. They are far more powerful than typical 1st-level commoners even at the beginning of the campaign. Again, this difference only matters for a level or two, because standard 3rd level characters are also far more powerful than 1st-level commoners.


Evil Genius Prime wrote:
Evil Genius Prime wrote:
GeraintElberion wrote:

I am running the Falcon's Hollow modules for my partner. She is playing two gestalt PCs with high stats. It's working pretty well, power-wise, but I am planning to drop the half-celestial template on them before they tackle Red Hand of Doom.

She is DMing Curse of the Crimson Throne for me. I am playing two gestalt PCs, plus a pseudodragon we picked up along the way. No modification needed.

So, that's one strategy for running published stuff.

How do you do your Gestalt CHaracters? I no longer own a copy of Unearthed Arcana for 3.5.
Hey, GeraintElberion. DId you see that last question I asked you?

It's part of the d20 srd. You can find it here.

http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm

Basically, compare the two classes.

Take the best of the two hit dice. Take the best of the two BAB. Look at each save INDIVIDUALLY and take the best Fort, best Ref and best Will. Take the best skill points AND consider any skill on EITHER list to be class skills. Finally the character gains ALL class features of both classes.


Also if you use those rules, my suggestion is to use the slow xp advancement with them. Fast without.

Dark Archive

Thanks Crimson Jester and Tobias for the rules for Gestalt and the link.

As far as scaling encounters and watching creature/NPC abilities that may present problems, I got that covered. I've been DMing for almost 18 years. Its just recently, I've been in the situation where fellow gamers are scarce in these parts. Sigh. I need to just move to a bigger city again. LOL!

Sovereign Court

I am too slow, these guys are good.

However, I would counsel differently to Crimson Jester with regards to xp advancement.
Action economy hurts gestalt characters badly enough that I would go with fast or medium xp advancement.
I just give them a new level at the place they're supposed to level in the AP/module story (so I'm not tracking XP). This is roughly medium xp advancement and they are not getting ahead of the curve.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Running a Game for One Player All Messageboards

Want to post a reply? Sign in.