2-player group [Archive] - Wizards Community

Post/Author/DateTimePost
Stardust

02-17-04, 07:06 AM
Hi all, new to the boards, not to the game...

I've started DM'ing for a new group consisting of my best friend who is two years older than me and his brother who is two years younger than me. My friend has made a rogue character, and I've drawn up a fairly generic dwarven fighter for his brother to try.

I'm going to have a try at playing a DMPC in the form of a gnome illusionist (the idea being that he doesn't cast things like fireball or magic missile, thus taking the victory away from the players).

The only problem is that with the DMPC as a wizard, this leaves the group without a healer or anybody at all skilled in divine magic. I'd rather him be a wizard, so I can aid the party at times (distracting bad guys, putting them to sleep etc..) and I think that if I played a cleric, it would be too overbearing on the group.

My basic problem is that I don't want to just give out healing potions, nor do I want to have to throw puny spiders and single kobolds at the group to make sure they don't get hurt while learning the game mechanics. (they've never played anything like this before).

If anybody could point me in the right direction, I'd be very grateful...

Thanks in advance!
Yruc

02-17-04, 07:44 AM
The rogue can use a cure light wounds wand if he has taken any ranks of Use magic device and your wizard would be able to use it without a check. I think it only costs 750 gold.
Stardust

02-17-04, 07:53 AM
Hmmm, not a bad idea, though I don't like to just hand out the items like that (and they can't afford it yet - level 1). Plus, if I'm the wizard, I don't want to be curing the party all day long, as a DM I'm trying to give them a challenge. The rogue doesn't yet have any ranks of use magic device, he's gone for a more traditional 'sneak and decieve' approach.

It was probably a silly question to ask, I suppose I can have enemies that cause subdual damage and the like...

Though if anybody does have some good ideas, I'd really appreciate any input :)
Ilanthe

02-17-04, 08:45 AM
Any party without healing is going to have a lot of downtime while they recover naturally. Basically if you don't want to create a DMPC to adminster healing, then the only way to give them access to magical healing is by potions/wand ... or scrolls perhaps?

You have the right idea with not wanting the DMPC to take the limelight, but help the party in subtle ways. By the way, the wizard can't use a cure light wounds wand - the spell has to be on his list. A bard could, and could help the party in other ways so you might consider that as an alternative to your wizard. (In 3.5 the gnomes favoured class is bard.) Scrolls are also a cheaper alternative to a wand at low levels, and it wouldn't seem too unreasonable for a starting bard to have a couple in his possession.

Alternatively, have someone with the healing skill ... and you might want to houserule the recovery rules.

Finally, you could have their starting adventure involving escorting a cleric or adept - a helpful healer who won't be hanging around too long.
Stardust

02-17-04, 09:01 AM
Thanks very much for your ideas. I like the idea of escorting the healer, or I may have them do something that benefits the church in some way meaning they don't get instant healing any time, but if they ever go near the church (it's a city adventure, so it wont be too far), then they can pick up some free medical attention.

A bard might start to encroach on the rogue, plus I'm quite fond of my lil' illusionist, hehe.

but yeah... I can drop some hints to the rogue about scrolls and wands...

Just didn't want to blatantly throw in potions or heal them every five minutes.

Thanks again guys, that's given me some good ideas

*bows*
Kronk LaSworda

02-19-04, 03:21 PM
Originally posted by Stardust
Thanks very much for your ideas. I like the idea of escorting the healer, or I may have them do something that benefits the church in some way meaning they don't get instant healing any time, but if they ever go near the church (it's a city adventure, so it wont be too far), then they can pick up some free medical attention.

*bows*

I was going to mention something along these lines. Since these guys are new to the game, I wouldn't want to punish them for having a small party. Have them perform some missions that either directly or indirectly benefit the church. I wouldn't give them free healing, but I would give it to them at a discount.

Also, if the church sends them on a quest, they might send a low-level cleric for his training as well as making sure your party doesn't spoil the religious sanctity of the temple they are exploring or the artifact they are retrieving. Perhaps the cleric has the key to remove the item and the party is to escort him there.

There are a number of ways around not having a cleric. I hope your campaign goes well.