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13:05, 16th April 2024 (GMT+0)

DMPC.

Posted by MetalliBear
MetalliBear
member, 2 posts
Sun 21 Jan 2018
at 17:20
  • msg #1

DMPC

I'm about to run an Adventure Path for my brother and his friends. There are only 3 players, they're new, and adventure paths are typically built for four players. With this in mind, I decided to make a DMPC to help them. I'm looking for advice on what kind of character to make.

Normally, I'd just make the healer, but for once, a player wanted to be healer. So, I'm wondering what would help them best.

The characters consist of a Kineticist (Pyro), an Oracle (the healer), and a Brawler (frontline). I was personally thinking that they could use a skill monkey, but I'm open to any input.
orynnfireheart
member, 106 posts
Evil will always triumph
Because good is dumb
Sun 21 Jan 2018
at 17:28
  • msg #2

DMPC

You can't go wrong with a Rogue. Plus, as new players, it will give them the opportunity to see one in action.
Isida KepTukari
member, 185 posts
Elegant! Arrogant! Smart!
Sun 21 Jan 2018
at 17:28
  • msg #3

DMPC

A skill monkey could definitely be useful - otherwise there might be a lot of ambushes from lack of scouting and broken doors and chests from lack of lockpicks.  But then again that might be your players' style.  Do you want to let them just play for a little while, see where they need help, then put some people in their path?  (Prisoner, someone they saved from an ambush, someone who owes them a lift-debt, hero worshiper, tag-along, sibling of one of the PCs.)
Mr_Qwerty
member, 29 posts
Tagmar, D&D, oWoD
Rio de Janeiro, Brazil
Sun 21 Jan 2018
at 19:38
  • msg #4

DMPC

The classic party is Fighter/Cleric/Magic-User/Thief. The Brawler stands in for the Fighter, the Oracle for the Cleric, the Kineticist for the M-U, so the one missing is the Thief-equivalent. I'd pick a Rogue too myself, but a Bard could also be a choice if you feel they might need help shoring up any of the PC's roles if they aren't pulling their weight due to newbie-style stupidunfortunate character choices.
Westwind
member, 78 posts
"[Sad] is happy for deep
people" - Sally Sparrow
Sun 21 Jan 2018
at 23:08
  • msg #5

DMPC

It depends on the adventure. As long as the important obstacles can be overcome without skill, you don't need a rogue. I prefer to run warriors as DMPCs or NPCs, because this type is someone who isn't going to be relied on to help solve puzzles, etc. This DMPC is purely someone else to take some of the heat in battle.

However, if you can play the DMPC honestly, I would go with hybrid type class - such as D&D Ranger. Something that can fill the holes in the party.
MetalliBear
member, 3 posts
Sun 21 Jan 2018
at 23:14
  • msg #6

DMPC

Thanks to everyone for the input, and judging by the replies, it does seem like rogue-type is the best option.
engine
member, 526 posts
Mon 22 Jan 2018
at 06:09
  • msg #7

DMPC

Consider:

Not making a DMPC, and scaling or revising encounters so that the group of PCs can get by.

Leaving the encounters alone and revising what the effects of failure are, so that the PCs can fail without the game screeching to a halt.

Giving the PCs additional skills or items.

Making the DMPC more like a hireling, who doesn't have the capability to take the spotlight from the PCs, but can give them useful bonuses or benefits, and so is worth keeping around and alive.

Good luck, whatever you decide to do.
V_V
member, 675 posts
You can call me V, just V
Life; a journey made once
Tue 23 Jan 2018
at 03:02
  • msg #8

DMPC

In reply to engine (msg # 7):

Agreed.

Also maybe give the team perks of higher ability scores (just overall) or more HP and generic +2 to everything, and I mean EVERYTHING. +2 can make difference, especially if it's universal. It will still be difficult for them, but they'll feel accomplished knowing they did the work of an extra dude with just them and a little boost.

The hireling idea is great too. Discount items, healing, someone to do things like draw/hold weapons or cast non-combat spells. I don't know about you, but sometimes just the act of dropping a weapon to save the action of sheathing it is damning because I end up moving and have to later get that weapon back. Having a follower that doesn't sap XP but can do a tough humanoid familiar's job was invaluable for my paladin, whom often switched weapons in combat. It literally gave me a 3 round boost to be able to trim my actions AND allow for tactical "right tool for the job" mentality. I could draw weapons, but dropping them screws me so bad. Find something that players could use as a perk, then give them someone to shine the shoes so to speak. It goes a long way and still lets you roleplay and be "part of the team" but sidekick, not main hero. :)
This message was last edited by the user at 03:03, Tue 23 Jan 2018.
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