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Multiple Characters per Player

Started by rgrove0172, February 06, 2019, 11:10:17 PM

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rgrove0172

I'm about to start a campaign as the only player. I'll be running 4 characters. Anybody have experience running multiple characters? How many? Comments or suggestions?

JeremyR

I always found it easier to have one "main" character and thus have him order the other ones around.

Razor 007

#2
Quote from: rgrove0172;1073728I'm about to start a campaign as the only player. I'll be running 4 characters. Anybody have experience running multiple characters? How many? Comments or suggestions?

I have 6 characters, and 2 hirelings in one home brew.  It's a lot to keep up with, even at low levels; unless you run a very simple rule set.  The hirelings are brothers, so they care about each others' safety.

Barbarian
Bard
Cleric
Fighter
Sorcerer
Thief

It's crazy, to tell the truth.
I need you to roll a perception check.....

Charon's Little Helper

Is it D&D? Frankly - I think that it would be awkward in any edition of D&D. Other systems could work better for 1 GM 1 Player play, and might not even require you to run multiple characters to work well. (or at least not 4)

S'mon

Quote from: JeremyR;1073730I always found it easier to have one "main" character and thus have him order the other ones around.

That's the way to do it - lead PC plus retainers & allies.

Razor 007

It is much easier to run 1 or 2 characters, plus some hirelings.

The scenario I described above borders on craziness; but it is doable if you have all the character stats spread out in front of you, and pencils with erasers......
I need you to roll a perception check.....

Omega

Quote from: Charon's Little Helper;1073733Is it D&D? Frankly - I think that it would be awkward in any edition of D&D. Other systems could work better for 1 GM 1 Player play, and might not even require you to run multiple characters to work well. (or at least not 4)

Actually, early editions and early modules sometimes suggested players taking on an extra character or getting some hirelints if the party/player count was low. The usual suggestion was hencmen, hirelings, and retainers. Or for the DM to add in some NPCs the DM handles. Keep on the Borderland was the first I recall but there probably were ones prior that had the option as well.

Kiero

Quote from: Omega;1073755Actually, early editions and early modules sometimes suggested players taking on an extra character or getting some hirelints if the party/player count was low. The usual suggestion was hencmen, hirelings, and retainers. Or for the DM to add in some NPCs the DM handles. Keep on the Borderland was the first I recall but there probably were ones prior that had the option as well.

I can confirm henchmen/retainers are pretty easy for players to run in B/X D&D-derived ACKS. The simple split was that the players run them in combat, the GM voices them outside.
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Charon's Little Helper

Quote from: Omega;1073755Actually, early editions and early modules sometimes suggested players taking on an extra character or getting some hirelints if the party/player count was low. The usual suggestion was hencmen, hirelings, and retainers. Or for the DM to add in some NPCs the DM handles. Keep on the Borderland was the first I recall but there probably were ones prior that had the option as well.

Quote from: Kiero;1073758I can confirm henchmen/retainers are pretty easy for players to run in B/X D&D-derived ACKS. The simple split was that the players run them in combat, the GM voices them outside.

I realize - but I still feel that even OD&D works better with multiple actual players. It definitely works better for solo play than later editions, but I still say that there are other entirely different systems which would do it better. But - just my opinion, and it might not be worth learning a new system for.

HappyDaze

I've seen it done in D&D 4e. It worked rather well in combat, where one player can actually maximize the effectiveness of his game pieces with synergies. It did make it feel more like mini/wargaming though.

Haffrung

Back in our AD&D days, we routinely ran two PCs each, since we had four players and published adventures back then presumed 8-10 PCs. Typically one would be melee-focused and the other would bet a caster or thief. The difficulty really depends on which edition of D&D you're playing and how familiar you are with the abilities. But there's nothing fundamentally wrong with running multiple PCs.
 

PrometheanVigil

When I played in an Edge Of The Empire campaign years ago, I played a merchant/fixer type. Because my character wasn't stat'd for anything past self-defense, I negotiated with the GM to "hire" (bribe GM 200c) an NPC bodyguard. I forget the title of NPC level but it was the one between minions and the bosses if I remember right.

Bodyguard was straight watcher and beat the shit out of people with a baton, had nothing else going for them.

That's kinda what you need to do here.
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rgrove0172


Razor 007

#13
Quote from: rgrove0172;1073895Sorry should mentioned D&D 5th


I like 5th Edition.  It's going to be a little challenging running 4 characters, but you can do it.  

I play a modified (cough, cough) take on 5th Edition.  I try to approach it like a Neapolitan swirl of OD&D, D&D 5E, and Dungeon World.  Having fun is the most important part of playing an RPG.  

I run 5E spells by the book; area of effect, duration, etc.  I also love the random spell effect table the Wild Mage Sorcerer uses too.  However, I don't get hung up on all the finite details of 5E.
I need you to roll a perception check.....

S'mon

Quote from: rgrove0172;1073895Sorry should mentioned D&D 5th

This would be most practical using just the Basic Rules for 3 of the 4 PCs. At any rate I would recommend not allowing Feats or Multiclassing for them.