DM'ing without stealing the spotlight. HALP.


Advice


Alright, so I recently scrapped a homebrew campaign that was designed for five players in exchange for something a bit slower in pace for two players (one of which is completely new, the other experienced only in DnD before WotC owned the franchise). We hung out recently and they're set on a Halfling Cleric of Desna and an Elf Falconer (Ranger archtype). Herein lies my dilemma: I built a Gnome Two-Handed Fighter weilding a lucerne hammer, but I now feel that while it does fill the role of tank (that they don't exactly cover) it might take most if not all of the shine in battles. What do you think I should do? Roll the badass, take a step back and roll a support character (pref. Bard), or do I DM the game as a two-player group and introduce NPCs as necessary/desired? At no point did I plan on taking game-time explaining going to shops or anything with a character I roll. My only concern here is with being too great an asset in the combat aspect of the game with such a character in mind.


A cleric and a ranger can take plenty of a beating between them. Don't throw in a GMPC, consider throwing a lot of potions their way if you want to use a wide enough variety of monsters for the lack of spells to really be a problem, try to avoid throwing a lot of saving throws or grapples their way. They should be fine.

Sovereign Court

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Don't bring in the GMPC. Instead, plan smaller combats, and teach the players that since they're a 2-person party, they should avoid fights that are 5-person difficulty.


I agree, a tank has a good chance of stealing the combat spotlight. But 2 players only need 2 bad rolls (saves, crits, etc...) to be in trouble. Some ideas...

- Encourage the cleric to become a "battle" Cleric instead of a buffer or healer. Then make the DMPC a cleric (or life oracle) who does buffing and healing.
- I also like the introducing npc's as needed for a given adventure. Mix it up, one adventure a wizard, the next a fighter...
- Maybe think about Gestalting. It adds flexibility and some power, allowing 2 players to cover more roles.
- Let the players hire extra npcs.

Here is another thread along the same lines;
http://paizo.com/threads/rzs2mjyq?Just-starting-KM-3-players#7


you can also make their relationships matter. one thing i did recently: the pcs had befriended a guard even though at first it seemed like it was going to be a fight. they had many encounters with the guard and he knew where they were headed. when they got in over there head the guard happened to have followed them and jumped in to help them out. he wasn't too terribly effective, but it made the pcs feel like their interactions mattered (the one who befriended him actually screamed out "yeah!" and threw his hands up in joy) but also gives you a way to keep them from getting tpkd if they jump in too over their heads.

Dark Archive

Korthis wrote:
you can also make their relationships matter. one thing i did recently: the pcs had befriended a guard even though at first it seemed like it was going to be a fight. they had many encounters with the guard and he knew where they were headed. when they got in over there head the guard happened to have followed them and jumped in to help them out. he wasn't too terribly effective, but it made the pcs feel like their interactions mattered (the one who befriended him actually screamed out "yeah!" and threw his hands up in joy) but also gives you a way to keep them from getting tpkd if they jump in too over their heads.

Good advice.

I think if I were to dm this group, I would be dm'ing completely by the seat of my pants. Allow them to set the tone of how they interact with their encounters. Advise them to keep stealth and perception their primary skills to avoid being ambushed.

Sovereign Court

DMPC is a no go for me on either side of the screen. I would adjust the game for 2 players or allow each player to play 2 PCs. If push comes to shove let them gestalt, but I'm not a huge fan of that either.

Grand Lodge

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Really, the simplest solution is to have them each make up a second character. The secondary characters can be bare bones, or have fully developed backgrounds, depending on the players tastes. If they really want to just focus on playing their main characters then the secondary characters just fade into the background in all non-combat situations. This will keep the shadow of the DMPC from creeping in over the actual PCs, leave the burden of creating and running the extra party members off your shoulders, and eliminate the need for you to re-balance everything to account for a half-numbers party.

Scarab Sages

I also would avoid having a GMPC. Either let the players make secondary characters, or just scale down the encounters a little so that they can handle them.

If you can find one more player, there is a huge difference between running for two people and running for three.


I feel like if the elf is using the falconer archetype, his best bet is to use it as a flanking partner and go into melee wielding a greatsword, two weapon fighting, or maybe elven curveblade

I good build with a ranger should work.


any actions by party aligned npcs should be controlled by the players. otherwise avoid bringing in GMPCs.

Shadow Lodge

I've run one short campaign with two PCs and am playing in a second. It's actually not that difficult.

Start slow and up the challenges when you get a sense for how much they can handle. Leave an "out" if bad luck means an encounter goes south - for example, some villains might take prisoners rather than slay the PCs. Give opportunities to avoid combat through stealth or diplomacy. Avoid save-or-die and save-or-suck effects, especially things like paralysis or dominate that take a PC out of combat entirely or make them a liability, because as Valandil Ancalime pointed out bad rolls in these situations are extra deadly for small groups. Keep in mind capabilities your PCs are missing - for example, a cleric and a ranger might not have any way to pick locks or disable traps - and either avoid them, make sure the PCs have magic or alchemical items to deal with those obstacles, or give the PCs opportunities to recruit appropriate allies of their choice. If they know they want to explore a pyramid without Disable Device, they can look around for a rogue or bard to join them.

If you do introduce NPCs make sure that it's essentially "PC invitation." The NPCs' presence should depend on the PCS' desire to have those NPCs around and ideally result from the PCs' actions. This goes double if you're bringing the NPCs in as a dramatic rescue. Korthis gave a good example with the guard the party befriended. As another example, a bard who witnessed the PCs' heroic deeds might ask to join them on a single adventure for inspiration. If the PCs help someone out they might return the favour with spellcasting or skill aid. Questgivers might also offer such help either for the quest or as payment. I had a druid NPC offer healing and a few divine buffs for the PCs when they went hunting a demon that happened to be messing up his garden. Temporary allies for specific tasks are preferred.

Munchwolf wrote:
any actions by party aligned npcs should be controlled by the players. otherwise avoid bringing in GMPCs.

I don't agree with this. If you're playing with cohorts or second PCs, sure, but an NPC is a non-player character. Not all allied non-player characters need be GMPCs. A temporary ally can be GM-controlled with zero problems as long as the general direction of the adventure is chosen by the PCs. The PCs can of course always give directions to the NPC but unless they hired or otherwise outrank the NPCs no guarantees those directions will be followed.

For example, for part of the demon-hunting adventure I mentioned above the captain of the guard assigned a paladin to watch the PCs (the demon had a hostage the PCs cared about so the captain didn't trust the party). The paladin went along with the PCs general strategy but I made the decisions about when he used smite, lay on hands, etc. The party still enjoyed the NPC. I attribute that success to three things. First, one of the PCs had previously befriended the paladin by attempting to defuse a bar brawl, so there was a pre-established respect that the PC could take credit for. Two, the paladin was a few levels lower than the PCs so he didn't out-shine them in combat even against a demon. Three, the paladin was generally helpful and wanted them to succeed even though he was clear about the fact that his direct loyalties were to the city and his captain, not the party.

Going to repeat that: if you're careful, you can temporarily introduce a paladin babysitter and the players will have fun with it.


Those are all fantastic and helpful tips, thank you. The Gnome I had built was a visiting Mayor's bodyguard/lover and asks their assistance avenging anassassination. Maybe I'll switch that into an attempt and have the Gnome disband after the initial quest. Thanks a lot, guys. As far as combat Cleric is concerned, I went ahead and allowed her to use the Halfling slingstaff even though Clerics are typically only proficient in simple weapons. I'll probably have her holy symbol engraved into it to further emphisize the need for it.

The lower-leveled Pally idea is genius, as is the guard situation. I'll deeefinitely incorporate both of those some time in the future when they're at higher levels.

Any other ideas are still welcome, I'm sure I'll use them. One slight drawback from just having the two people, however, is that the Falconer wants to stick to ranged attacks. Maybe I'll make sure he has a one-handed melee weapin of some sort.

Sovereign Court

I say let them hire some NPC soldiers. It costs a bit of money, which will remind them to desire a larger PC party; and the soldiers aren't nearly as much value for money as PCs.

However, it lets the ranger be an archer, and the cleric can be the inspiring leader of the soldiers.

Allow the players to control the soldiers in battle - this avoids the GMPC problem. Design the soldiers with simple feat like Toughness and Weapon Focus, so that they don't require a lot of math to run. They won't be stealing the show from the players.

In addition, implement a small Morale system for the soldiers, to balance the players' control over them. The players are in control as long as the soldiers don't panic.

If things go badly for the soldiers - taking heavy losses, facing an intimidating enemy - have them roll a Will save vs. fear, of some DC they can make about 60% of the time. On a failure they become Shaken, or Frightened if already Shaken (if the battle gets worse).

Good efforts by the PCs can help them however; clerics have Bless and Remove Fear for example. Also other things might grant a re-check to shake off some fear: if the battle swings in the PCs' favor, a rousing speech and Diplomacy check, the promise of greater rewards than previously agreed upon, barking orders with Intimidate, magical healing to bolster failing comrades - anything that makes sense should work.

The point isn't to make the soldiers unreliable, just to make them seem like they're not total drones or cannon fodder.


Well, we're starting at level one so it might be a while before hired help can be a thing, right? I'm not familiar with it tbh. But like I said the Gnome will fade back after the first quest (that introduces the main quest chain of an Orc invasion they're to thwart, for backstories sake). Then
I can have them maybe quest for allies? We'll see what comes naturally. I've only just recently written up to the point where they reach their home with the bad news.

Sovereign Court

Nah, they're PLAYER characters. They have this magical glow that makes NPCs come to them with quests :P

There aren't any level limits on when you can hire mercenaries. The Leadership feat is different - those followers are actually loyal to YOU, not your coin.

Hiring some level 1 Human Warriors with Toughness and either Shield Focus or Weapon Focus shouldn't require anything special, just some money to pay their wages.

Basically, NPC noble hires the PCs to lead a squad of NPC soldiers. PCs have unusual skills, are smarter and so forth; officer material.

Clerics are actually quite good at this. And PC rangers make superior scouting and ranged support. With NPC front-line goons, it's a perfect fit.

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