
Mbertorch |

So, I need some advice. My sister, brother, his friend and I are getting ready to start a game together. We all get along really well, and we'd really like to have a constant cohesive party, and play at least a couple different adventures with the same party. Now, my sister and I are taking turns as GMs. So, what we'd like to do is play characters that are best suited for the role of GMPCs, even though only one of us will be playing a GMPC at a time. I know some people will say that an NPC controlled by the GM - or by the players, better yet - is the solution, but we don't want that. We want a party. I was introduced to Pathfinder with GMPCs, so I'm not uncomfortable with them. The other three are open to it, but are overall inexperienced.
So basically, what I'm asking is:
1. Which classes/roles (e.g., Cleric, Fighter; Tank, Buffer) are best for two people who will be GMPCs 50% of the time, one of whom is fairly experienced?
-AND-
2. Which classes are best for 2 people who will be dedicated PCs, but will probably have a tough time with the finer points of the system, i.e., need less complicated classes?
Thanks in advance for the help, understanding, and patience.

caliga |
If you are absolutely set on having GMPCs then simple is best. With all the other work of running monsters and the story, building more complex classes will just bog you down more. You don't want the GM "turn" to be longer than all the other players.
Which to that case a fighter would be the way to go. With most bonuses being relatively static you can easily have their turn occur without taking much in the way of extra time. Especially for a player who is inexperienced to begin with.
Depending on your experience level I would still recommend sticking with less complex classes, but the more comfortable you are with rules and class features that you can quickly decide what you plan does potentially give you more leeway in class choice.
Of course a lot of the choice depends on what sort of game you are running. If there are going to be a large amount of social actions and the party will require a "face" it's best to lean away from those classes. After all you don't want to end up having the players watch you have a conversation with yourself.

Heretek |
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My recommendation: keep the GMPC as far away from the NPCs as possible. A dumb martial would be ideal so you can let the others shine. Don't talk to yourself (NPCs), minimize any risk of metagaming as much as humanly possible. Your goal is to not exist. Serve your role in combat, and stay away from anything else.
As mentioned, the dumb martial works, but you could also try something like a reach cleric and focus on primarily healing the party, while also being able to fend for yourself a bit. This all really depends on what the other players are though.

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Actually - my buddy and I once took turns being GM. However - we avoided making either character a GMPC (almost never turns out well).
Instead - the two of us played a single character with multiplicity personality disorder with similar stats but entirely different classes. So when GM-ing our character wasn't left behind.

SmiloDan RPG Superstar 2012 Top 32 |

A ranger could be useful. Tank, archery, skills galore, easy to run, can heal in a pinch. Traditionally pretty gruff, so you won't end up talking to yourself.
Barbarian or fighter or cavalier might be good. Barbarians and Cavaliers have decent skills and are easy to run.
We ran a campaign with 3 PCs and 3 NPC henchmen. The NPC henchmen were warriors, so REALLY easy to run.
You can have 2 PCs and a henchman or 2 and then just have each GM's PC be unavailable or whatever.

Blakmane |

Why do you need a GMPC? I've been running a campaign with 3 players for a few years now and never had any issues in terms of party balance or encounter difficulty. There's 0 reason to need one especially if you are going to be taking turns GMing anyway. Just come up with a compelling IC reason why only you or your sister's character can be present for a particular adventure at a time. Maybe they have some shared responsibilities elsewhere.

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While I hold that GMPCs can be a good thing if used well, having a part-time PC, part-time GMPC is extremely hard to do properly. You basically have to treat your personal character as an NPC, without any of the self-importance that many PCs (justifiably) have.
While I don't agree that GMPCs are always a bad thing, I think Blakmane's solution is worth considering. Unless both you and your co-GM feel able to treat your personal player characters as NPCs during your time behind the screen, having them phase out might be a better idea.

Corvino |
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For a GMPC then filling a role absent in the party while not pulling focus is important. But so is consistent characterisation.
It may be worth discussing or even writing a backstory and listing character traits and how they'd react in certain circumstances. This way you end up with the same character every session despite 2 different GMs.
As has been said before, a support character GMPC can work well. Something like a healer, knowledge specialist (allowing you to inject exposition at will) or rogue-type niche skill-monkey might be appropriate. They get to remove obstacles or shout advice/warnings, allowing the PCs to do the real Adventuring. Having them in a subservient role to the PCs also reinforces that they are a sidekick not the hero. Perhaps a squire, chronicler, hired scout or guide or even an observer sent along by the party's employer to ensure a task is completed.

DalmarWolf |
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I have a GMPC in one of my campaigns, we started off with three players; Paladin, Rouge and a Wizard. They wanted a healer so I offered to play a wildshape focused druid, she spends most her time as a beast so rarely speaks. Mostly following what the others decide.
I would also recommend playing a support or tank role. And not something that has the face role as that would lead to some strange interactions.

Mbertorch |

I really appreciate all the advice. Thanks a bunch!
So, I actually have run an adventure (homebrewed) while playing an archer bard with some friends, and none of the (4) other players complained about how I did it, and my friends were much more critical (just in general) than the group I'd be playing with now. So, since I have more experience, would be using a less complicated class, and would be playing with more relaxed people, I don't think it will be (that) problematic.
Now, most people seem to be indicating that Tank and Healer would be good roles for GMPCs. With Cleric and Fighter as good classes.
My question now is, what classes/roles would be best for the two people who will consistently use PCs?
Wizard? Ninja? Druid? Bard? Investigator?
DPR? Scout? Skill-Monkey? Arcane Caster? Debuffer?
Also, please keep in mind that these players are somewhat inexperienced too, so their classes should not be overly complicated either...
Also to everyone who offers alternative solutions, I appreciate them, but we're talking about a family and a kid who we've all known for over ten years. We all want to play together as characters, and everyone wants everyone else to do so.

Zodiac107 |
I suppose it depends on how you do it. Me and my mates went with a round robin system for a while. We took turns passing the GM role every 45 minutes or scene, while we were GM´s we put our PC in the backseat. Still participating, but no prominent role.
I´t made for some hilarious adventures... I still remember those dentist robots chasing us around...
For what class you actually want to us; in my opinion, it doesn´t matter. I tend to balance the game after the players to create a challenging run with a slightly lethal edge.

Wheldrake |

This proposition can work, on one condition: when you are DMing, you give your character sheet to one of the other players, and *they* make all relevant decisions, die rolls and rollplay calls. You as DM never get to make a call as for what your character is going to do, say or even think.
NEVER.
If you cross that line, you open yourself up to problems. And the other folks will see you playing with yourself... and you don't want that. <g>
I did exactly the same thing for a 5-year DD3.5 campaign that ended 3 years ago, and some of the rotating DMs did OK and kept their hands off their character during the sessions they were DMing, and others didn't. There were even some highly questionable treasure drops - the DM dropping loot tailor-made for their own character. We just smiled and rolled with it, but I'm sure you'd agree that it wasn't their most stellar moment. On the other end of the scale, one of the rotating DMs actually killed off his own character, at a low level before we had the dosh for raise dead. That's the kind of hard call that a DM has to make, and we respected the hell out of him for not pulling his punches.

GM Rednal |
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The closest I've ever gotten to a GMPC is having NPC allies that the players have a great deal of control over - they can tell them how to act in combat, task them with missions, and so on and so forth. The NPCs tend to remain quiet in roleplay situations, only giving an opinion if specifically asked to do so. The goal is to keep the spotlight on the players - it's their game, after all, and they should be the ones making the decisions.

SmiloDan RPG Superstar 2012 Top 32 |

I once played in a party with my druid, a fighter, and an arcane trickster, so pretty balanced. Then the DM made a DMPC eldritch knight evoker, and was sloppy with it. Like, sloppy with AoE "friendly" fire. (And acid, cold, electricity...yuck yuck yuck) Anyways, that was really annoying. This was in 3.5, and druids could heal, but weren't the best at in-combat healing. I mostly "healed" by counterspelling AoE stuff after level 9 or 12 (campaign lasted until 16).
I don't think the DM was hurting us on purpose, either, which made it kind of awkward.
Then his "power-gamer" bro-in-law joined the campaign with a different eldritch knight, but a lot less sloppy. Just very gung-ho and new to everything.

Mbertorch |

I appreciate the advice, but I think some people are missing the point (perhaps it's my fault for not being clear enough) that we're all friends/family, and would like to feel that we're adventuring together. So, for example, my sister handing off her character for my brother to control, is likely to both overwhelm and annoy him, because he wants to be playing himself as an adventurer, not himself and someone else too. It's not going to be as immersive for him that way. Or for anyone.
So, what I'm looking for is how to come up with characters that can easily take a backseat to the other 2 in the party, while still being PCs, since 50% of the time one or the other will be exactly that, a regular PC. My friends and I did it, multiple times, so I know it can be done. I've done it, and I've been in groups that have done it. No one had complaints.
I'm not trying to be a jerk, but all the people telling me not to do it are neither helping, nor answering the questions in my posts.
What I'm essentially asking is
1. how to make two characters that contribute meaningfully to the group, but in less noisy and flashy ways than the other two, and
2. how to make those two characters able to handle the flashier noisier stuff.
Thanks.

Corvino |

If you're going to only have one of your/your sister's PCs present, then maybe making them the same role would make it work. You can differentiate them in many other ways.
For example you could have a Witch and a debuff/control focused Wizard. Both can do similar things using slightly different means, and the party won't be at a disadvantage whichever is being played that day.

Mbertorch |

Okay, I'm sorry I'm not being clear. I'm new to the community, so bear with me. Thanks.
Basically, the advice I'm looking for is essentially along the lines of:
"Buffers, Healers, Tanks are alright GMPCs. Full arcane casters, Scouts, Skill-Monkeys, Party-Faces are bad ones.
Clerics, Fighters, Druids and Slayers are good GMPC classes. Wizards, Ninjas, Bards, and Paladins are bad ones."
Hopefully, it's obvious that I'm not looking for that advice verbatim, but advice in that same vein.
Does this make sense?

Mbertorch |

@GM Tribute
I'm not sure you read the entire thread; otherwise you would have noticed that the primary players are inexperienced, and will have enough going on with their own characters. So no, that solution is not better.
Furthermore, I've been in games that have carried characters over, and we preferred it that way.
I'm sorry if I seem rude, but this thread is asking for help on "how" to do "x" most effectively, not "whether" to do "x" at all.
Now, one of the dedicated players wants to be a halfling with a sling staff (not sure of class), and the other an Oracle with the Volcano Revelation. I'm thinking Ranger or Slayer for the halfling, so that he could take care of scouting/skills. The Oracle will focus on casting and social interactions.
So, for the GMPCs, what do people think about an Empyreal Sorcerer (spontaneous instead of prepared like wizard, and high Wisdom instead of charisma) focused on buffing, and a melee Fighter of some sort?
Thanks again everyone.

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Do you have alignments figured out? I had great success with a GMPC paladin with the oath of loyalty and the oath of charity. I'd do something like that over a melee fighter, since the PCs should be the stars, and that usually means damage-dealing. A siegebreaker fighter might be good too, but I have less personal experience with that. (If you think your group will be fine letting an NPC do the beatdown, then go ahead.)
The empyreal sorcerer sounds good. No complaints there. ^_^

Mbertorch |

Okay, thanks. As for a paladin... I just don't think I have it in me to play lawful... kidding. Well, sorta. Ha.
So, does that party composition sound okay? A caster Oracle (maybe Seeker archetype for traps), some kind of switch-hitting Ranger or Slayer, a buffer Empyreal Sorcerer, and some kind of Melee Fighter? Are we missing anything substantial or integral?

Grey Lensman |
@GM Tribute
I'm not sure you read the entire thread; otherwise you would have noticed that the primary players are inexperienced, and will have enough going on with their own characters. So no, that solution is not better.
Furthermore, I've been in games that have carried characters over, and we preferred it that way.
I'm sorry if I seem rude, but this thread is asking for help on "how" to do "x" most effectively, not "whether" to do "x" at all.Now, one of the dedicated players wants to be a halfling with a sling staff (not sure of class), and the other an Oracle with the Volcano Revelation. I'm thinking Ranger or Slayer for the halfling, so that he could take care of scouting/skills. The Oracle will focus on casting and social interactions.
So, for the GMPCs, what do people think about an Empyreal Sorcerer (spontaneous instead of prepared like wizard, and high Wisdom instead of charisma) focused on buffing, and a melee Fighter of some sort?
Thanks again everyone.
I'd suggest the Sage bloodline instead (Int focused but still spontaneous) and have him fill in the "Mr. Exposition" role when you are running via knowledge checks.

Nicos |
My recommendation: keep the GMPC as far away from the NPCs as possible. A dumb martial would be ideal so you can let the others shine. Don't talk to yourself (NPCs), minimize any risk of metagaming as much as humanly possible. Your goal is to not exist. Serve your role in combat, and stay away from anything else.
As mentioned, the dumb martial works, but you could also try something like a reach cleric and focus on primarily healing the party, while also being able to fend for yourself a bit. This all really depends on what the other players are though.
Seconded, more or less.
With a simple class the players can decide what GMPC do in combat, move and attack x or move and attack y or stay here and protect me. I really advice an spellcaster, keep the GMNPC as simple as possible.
And I agree that the Pc should do the talk outside combat, but that doesn't mean the GMNPC have to be just a filler in the party. A GMNPC have succeeded when the players actually cares about him.

Nicos |
Eh, I will distribute the skill point so the GMNPC is not an expert on anything, that way he could be helpful sometimes without stealing that spot for the players. I would consider a problem if the GMNPC is good at sense motive, you don't want him to be the one to uncover the secrets of the adventure.

Grey Lensman |
@Grey Lensman
I was thinking that one, but do you think that it might be difficult to be both the one doing the knowledge checks, and answering them? Since the sorcerer would be a GMPC when I'm not the GM and she is. If that's not problematic, then that's cool!
The advantage of pulling off the knowledge checks as the GM is that you can fudge the rolls if needed - is it crucial that this information get to the group and feasible that the GMPC knows it? Problem solved! (this can also be pulled off after doing some research to make it look less like a dues ex response) Likewise, you can easily have a failure to know the details when it adds to the story. Granted, both options should be used sparingly, but having them on the table can be a big help if used properly.

SmiloDan RPG Superstar 2012 Top 32 |
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Ranger is a great intro class for new PCs. Probably the best. I think the Slayer is real good too.
Oracles have lots of built-in role-play potential, and since they are spontaneous casters, the player only needs to learn a few new spells at a time...and should probably be given guidance by the more experienced players about what spells they should pick.
Have you totally ruled out having the sharing DMs share a PC when not DMing?

Mbertorch |

I'm not sure how that's all that different than having a PC for myself when I'm playing, who then becomes a GMPC, and having a PC for my sister who becomes a GMPC when she's GM. Neither one would be a PC that could steal the show, whether we're playing or GMing. Which we're fine with.
Plus, everyone wants everyone else (and themselves) to be a member of the party...

DM Papa.DRB |
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Don't let folks that say that GM-NPC are always bad win the argument. It is a "depends on the group" situation. In my home group, before it disbanded after 25 years, there was almost always a GM-NPC when there were only four players. Usually the 5th character (the GM-NPC) was an archer cleric, with basic spells and basic archery skills.
The best suggestion that I have seen above was:
PC1
PC2
PC3 or PC4 that is the PC of the GM that is playing and not the current GM.
GM-NPC - either an archer cleric or a fighter.
Arcane or Skill class is too dang complicated to be a GM-NPC.
-- david

SmiloDan RPG Superstar 2012 Top 32 |
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If you're sure you want two demi-GMPCs, just play what you want to play. Half the time, they'll be your PCs, so make sure they're something fun you want to play. And the other half, they'll be your GMPCs, so make sure they're something fun you want to play.
You might even want to expand your character options and try playing a monster or something.

Mbertorch |

@SmiloDan
Thanks! I appreciate what you wrote. Encouraging, and cool of you. I think we'll probably stick to regular classes though.
So, it turns out my sister doesn't want to play a buffer, or rather, not someone who (almost) solely buffs. I think she'd prefer to partake in combat (not ranged), at least a bit, so maybe a reach cleric is good?
Anyway, we rolled stats, and these are them (before racial modifiers):
Oracle focusing on casting (PC):
18, 16, 13, 13, 12, 11
Ranger or Slayer Switch Hitter (PC): 17, 16, 14, 14, 13, 12
Unsure, possibly reach Cleric (50% GMPC):
17, 16, 15, 13, 12, 11
Fighter who will Tank, 2 handed, possibly Initimidate (50% GMPC):
18, 16, 15, 12, 12, 12
How should these be distributed, so as to make a good party, and also having GMPCs that don't steal the show?
Also, how does the party composition seem?

SmiloDan RPG Superstar 2012 Top 32 |

Do you know what kind of oracle? Flames? Do they get that Volcano revelation you were talking about?
11, 13, 16, 13, 12, 18 for the oracle. Can also act as a bit skill monkey.
Will the ranger/slayer mostly do melee or ranged?
16, 17, 14, 13, 14, 12.
Reach Cleric with what domains?
16, 15, 12, 11, 17, 13 if going for Combat Reflexes, otherwise switch Dex and Cha or Con.
For the fighter:
18 15 16 12 12 12, possibly switching Dex and Cha is you are focusing on Intimidate and/or will be wearing heavy armor.