D&D 5E Running 5E for two players?

el-remmen

Moderator Emeritus
So my newbie group is going strong, but by secondary group faltered after a handful of sessions when real life schedules meant we lost 3 players in as many weeks. I made an effort to find some replacements and the remaining players were even willing to start over if necessary, but really liked their current characters (a half-elf bard and a human paladin who have just recently hit 2nd level). Well, the search for players sputtered and I decided that these are two of my oldest friends and I just want to play some D&D with them like the old days (and incorporating them into the newbie group wasn't gonna work), so I decided to continue the game with just the two of them. Hopefully, it will allow for a more freeform and intimate game, as all our playstyles and expectations are similar, so there will be no need for balancing the tastes of different folks.

But still it is D&D and combat is a big part of the game. Short of running a DMPC (which I do not want to do - may occasionally run a guide or ally that comes along but not a regular character), what should I remain aware of? What advice do folks have? How do I keep them challenged but not overwhelmed? Anyone run a game for a pair before? 5e experiences preferred, but any general D&D advice for a small group is also welcome.
 

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Yeah, I agree, do not go down the DMPC route.
Look into the Sidekicks rules. Essentials Kit and/or Tasha's.

Prior to those rules being published, I had run a few games for just one player (my daughter). The PC had a few NPCs along for the ride. I would roleplay them at times when talking to the PC, but the player would do the bulk of deciding what the ally NPCs were doing in combat, social interaction, and exploration. Worked fine.
 

I'm doing the same thing currently after losing three players. We're getting around that by having each of the two players playing two characters and me playing a fifth as a DMPC. We're also playing a pre-written dungeon adventure, so having a standard party is important to the flow of the game.

If that isn't an option, what I would do is to re-think challenges. Have more skill challenges, social encounters, stealth missions, etc., as opposed to combat. When you do have combats, be careful to limit the number of actions. Have fewer baddies, have them not take all their actions to fight (maybe to take their turns to insult, etc.) You don't want to overwhelm your two players with a horde of baddies.
 


I'm currently doing the same thing.
The two players are running 2 characters each. Which works fine for them.
The only difference I have noticed , is that we are getting more PC deaths than usual. Which I think is a product of just having two players.
 


Big Damn Heroes

  • You gain 1 additional HD (d6 for small races, d8 for medium races, d10 for dwarves and races with heavy build feature).
  • You gain 1 additional feat at level 1. (variant human is removed from choice; replace with standard human). Your attribute bonuses at level 1 cannot exceed +2 in a single stat.
  • Your HP are based on the max value of the HD, not the rounded up average. So d10 HD means 10 HP/level.
  • When you deal damage with a weapon, spell or class feature, add an additional die. So a greataxe deals 2d12, battlemaster damage is +2d8 for 1 die, flame bolt is 2d10 at level 1, etc.
  • All attributes increase by 2. Your maximum in attributes also increases by 2.
  • Whenever you are healed by magic (except regeneration), you must also expend a HD and you regain that HD in healing as well. If you do not expend a HD, you do not regain HP (but healing magic does return you to 1 HP if unconscious).
  • When you cast a spell using a spell slot or a class feature it is considered to be cast using a slot 1 level higher. So a 3rd level fireball does 10d6 damage.
  • If you have a 3rd level or higher spell slot, you can cast 1st level spells without expending a spell slot. (do not add 1 to the slot level here)
  • If you have 6th level or higher spell slots, you can cast 2nd level spells without expending a spell slot. (do not add 1 to the slot level here)
  • If you have 9th level spells, you can cast 3rd level spells without expending a spell slot. (do not add 1 to the slot level here)

2 PCs using these rules can do adventures meant for 3-4, based off my napkin math.

Design notes.

Point 1 and 2 boost level 1 characters up to about level 2 power level. This reduces the swingyness of Tier 1 (level 1-4), which for small parties is probably needed if you don't want to play with kid gloves. Also feats are awesome.

Points 3 and 4 almost double the brute power of characters. Almost double HP, and almost double damage. Static damage isn't increased.

Point 5 helps round out utility more than a bit. Lots of class features key off attributes, having a 22 max means you get (for example) more uses of bardic inspiration.

Point 6 both boosts healing, and places a limit on it. Later on healers are going to get at-will healing, and by limiting it to HD, we prevent it from getting silly.

Point 7-10 prevents spellcasters from being overshadowed by brutes.

Point 7's extra slot level with point 4s extra damage die helps damage spells keep up with the double-damage-dice on melee weapons, and makes utility magic stronger. Hold Person hits 2 people right off the bat, for example.

Point 8-10 give spellcasters something to look forward to. Note that these don't get the extra slot boost, but do get the extra die. So a level 5 wizard can cast an at-will level 1 magic missile for 2d4+1 times 3 (18), which isn't that much compared to a PAM 20 strength fighter.

I went over the level 1-3 spells and the only ones I could find that are abusive repeatedly cast at the levels involved where healing magic. But point 6 keeps that from breaking things.

Wizard at-will spells and signature spells get the 1 level buff over these ones. You could consider giving them a bit more.

If you want to make it a story event, give 1 and 2 "for free" (I think they are good general houserules). Then in a story event (blessed by the gods? macguffin?) grant the rest.
 


I wouldn’t do anything. Two characters is awesome. I WOULD adjust MY assumptions while designing adventures or editing a pre-made one.

Sure they can have allies and maybe even an NPC along for the ride here and there but they need to be guest stars.
 

I've run many games in D&D with just two players. Personally, I am fine with also playing a DMPC, but otherwise I usually have each player have two PCs. This has never been a problem and brings the party up to 4 (5 with a DMPC as well) which 5E is designed around.

You can certainly run the game with just two PCs, but I find this limits the story more than anything, not to mention having to adjust things to match the smaller party in a way that "in the game world" feels artificial to me.
 

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