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Hello! I've started DMing Pathfinder from Begginner box, but now we re playing with normal rules using all of stuff. But we have such a problem- only 3 of us. So our modules not such balanced. I try balance myself, but I didn't have much experience. Please, I'll be glad to see any advices :)
Thanks!

rando1000 |
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Some options:
1. limit the number of opponents
2. create gestalt characters (characters with two classes mixed into one)
3. increase ability scores
4. allow the PCs to hire NPC hirelings (warriors or adepts) to accompany them on their adventures and lend a helping hand.
5. The GM PC (generally frowned upon: the GM runs additional characters in the party; similar to option 4 but the GM PC is closer to the equal of a PC).

Natural 1s |

Allow them to be 2 level higher. Every two levels characters double theirs strenghts.
There is guide where it is discussed: GM's Guide to Creating Challenging Encounters

SmiloDan RPG Superstar 2012 Top 32 |

I've had fun with running 2 PCs per players, each player running an NPC henchmen-type (warrior, expert, or adept class), and/or running gestalt.
Probably the best option is a gestalt PC w/ an NPC henchman. The gestalt PC increases the player's options and the henchman increases the party's action economy--without taking as much table time as a fully detailed PC class.

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Since I am assuming everyone is new to this game I would recommend staying away from gestalt characters, just makes things more complicated.
But what you CAN do
1: limit the number of enemies in an encounter. If you are using a premade/module/etc make all of the fights smaller so you are not outnumbered as badly.
2: Avoid encounters the party can't deal with due to not having an ability. Since there are only 2 PCs you will need to change or out right remove some things. If no body can find and/or disable traps then take away traps. If the party does not have a way to fight swarms then don't let them fight swarms. Things like that.
3: Potions and/or wands of cure. Since there is less HP to go around, the party will need to heal more often so throw in a few potions or wands of cure.
4: GM PC, mercenary, friendly NPC, etc. This is one of if not the only situation were adding a GM PC might be actually appropriate. Or if they might take a liking to one of the NPCs they meet, let them join the party and help. Let them take the LEADERSHIP FEAT, hire a mercenary. Adding another character can help out a lot.
4.5: Let them control multiple characters. Let them play multiple PCs instead of just the one.

SmiloDan RPG Superstar 2012 Top 32 |

If you think your players would be overwhelmed dealing with running 2 PCs, a PC and an NPC (warrior, maybe adept or expert or aristocrat) is a lot easier. An old school 1st Edition feel.
We ran a party of 3 PCs and 3 NPCs, and it was really fun. The NPCs were just warriors, so they were very quick and easy to run. They were useful in combat, but didn't disrupt exploration or social encounters.