A little while ago I wrote a little bit about the benefits, draw
backs and difficulties of having large group of player characters
(even possibly giving players more than one character). However,
there is the other extreme as well. Having fewer player characters
provides its own opportunities and drawbacks and I hope to talk about
a few of those as well as a few solutions.
Why Bother?
I Don't Want to Play Multiple Characters
Some people just prefer to play one character and get immersed in
that role. In those kinds of situations, though there may be benefits
to having a player play more than one character, it would detract
from the player's experience. In these kinds of cases, there are
other ways to still give some of the benefits of multiple characters
while also respecting the player's wish to play one character.
A More Heroic Feeling
There are many people who would say that fighting a group of 12
undead feels a lot more heroic if there are 2 players than if there
were a full party of 4 (or 8, 2 for each player). Honestly, I'd agree
with them in general principle (the types of undead matter too).
How to Implement
It?
Scaling
We have two characters. No problem, we can just scale the adventure
to the same difficulty but to two players. On paper this sounds fine
and will provide players with a challenge. However, it will also be
less dynamic of an encounter (there are less enemies) and the Dungeon
Master will need to do some weird things to certain encounters,
especially when facing a boss like encounter (the encounter makes
sense with a dragon so we can't easily swap it out but the players
are too weak and as a result the Dungeon Master will be forced to
modify the stats). This will obviously not be a problem if you are
making the adventure from scratch yourself. Even the problem of less
dynamic encounters can be solved by having higher level PCs though
some concerns still exist (you can't through an army of skeletons
against a cleric who was turn undead that destroys undead and there
will be holes in party roles).
Overleveling
There's an obvious solution to the problems of scaling. If you only
have 2 players and they wish to tackle an adventure meant for 4
characters, they can play the adventure with characters that are
higher level. Doing this can provide a great sense of power for the
players while at the same time the large amounts of enemies makes
death a real possibility. The problem with this kind of approach is
that it takes quite a bit of skill to pull off. The math for doing
this is usually provided in the rule books (compare difficulty at
suggested level to charts for higher level characters), however, a
party of 2 characters will have holes in their abilities compared to
a full party. They may lack healing magic. They may lack arcane
magic. They may lack a stealthy guy. They may lack a heavily armored
bag of hit points. As a result, some adjusting on the fly may be
needed. When done from scratch
Two Characters in One
Up until now I've gone over solutions that work within the rules.
However, there's another solution. A player character can be allowed
to be 2 classes (in a classless system, do the equivalent of granting
double health, roles, etc.) at once and level in both classes at once
(at the Dungeon Master's discretion, they can be the same class
twice). This way, they have the hit points of two characters. You can
also give the character two actions, two reactions and two bonus
actions (I leave it at 1 move action because otherwise players are as
fast as warhorses). I'd also suggest tracking actions per class
(mainly to prevent hilarious action surge and spell combos). For
role-play, it counts as one character. In combat, it's essentially
two characters grafted together (when thinking about the rules, it
should be considered this way).
Naturally, doing this has some major concerns. Synergies that were
never possible before suddenly become possible. Can a player take the
fighter class twice (if so, can they action surge twice in one
“turn”, since now they get two turns interlaced together)? Do you
let them take the same fighting style twice (treating it as two
characters grafted together, even though this allows for a higher
AC?)? Doing this essentially creates a brand new rule system that the
Dungeon Master now has to rule on (not being a published, ruling will
need to happen more often). If done correctly it allows the Dungeon
Master to run a published adventure as written (for a few sessions I
tried running this kind of monstrosity and played in such house rule
systems before with great). It also gives the players a general
feeling of tremendous power.
Conclusion
There we have the reasons for having smaller parties and some ways to
implement them in role-playing, but specifically D&D 5th
edition. The solution under “Two Characters in One” is something
I'd only recommend experienced Dungeon Masters or Dungeon Masters who
are ready to essentially make their own system attempt. However,
there is still much fun to be had when playing with a smaller party.
As always, feel free to comment and I'd especially like to hear other
solutions and suggestions for this kind of situation.