Post by Zyraen on Jun 16, 2020 12:48:39 GMT 8
Double HP. Note Reserve Value is unchanged.
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ACTION ECONOMY NOTES
- A Gestalt has two Standard Actions. Only one can be downgraded to move.
- A Gestalt that benefits from Surprise Round may only take one Standard action
- A Gestalt that charges can use its second Standard action after charging, but only that action, and it may not charge again.
- If a benefit from a feat or item is only once per turn (eg. Deadly Slayer, Brutal Advantage), it may be applied twice on the Gestalt's turn, provided the Gestalt has at least two standard actions.
- If a Gestalt is dazed, it still retains access to two of its standard actions
- When a Gestalt starts its turn bloodied, it only has one Standard Action for that turn.
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SOLO GESTALT ADJUSTMENTS
The Gestalt must take a main role and an off-role.
It is found that usually Slayer-Healer works best, although Tank-Healer also can work well.
A Tank likely requires Persistent Mark and Mighty Protector to deal enough damage to be viable long term.
Reserves + 1
WP + 2
50% more Feats (round down)
- Main Role feats cannot be taken on the 50% more feats.
- Extra Heal is a Heroic feat, available from L1
- A Solo Gestalt can switch its role after taking its first standard action (see below on Healing)
The following are considerations to avoid a Solo Gestalt entering a "death spiral", where a sequence of unfavourable rolls at the start of the combat pre-determines the outcome to a large extent.
- When a Gestalt takes damage, that brings it down to bloodied or lower, it can choose to be reduced to bloodied value instead. If so, it automatically fails the saving throw to regain its standard action / switch roles granted when healing from bloodied to above bloodied (see below)
- When a Gestalt heals such that it goes from bloodied to no longer bloodied, it can make a Saving Throw. The bonus for this throw cannot exceed +4 (due to feats or items). If it passes, it regains its lost Std Action, and can switch roles after taking at least one Standard Action during this turn.
============
ACTION ECONOMY NOTES
- A Gestalt has two Standard Actions. Only one can be downgraded to move.
- A Gestalt that benefits from Surprise Round may only take one Standard action
- A Gestalt that charges can use its second Standard action after charging, but only that action, and it may not charge again.
- If a benefit from a feat or item is only once per turn (eg. Deadly Slayer, Brutal Advantage), it may be applied twice on the Gestalt's turn, provided the Gestalt has at least two standard actions.
- If a Gestalt is dazed, it still retains access to two of its standard actions
- When a Gestalt starts its turn bloodied, it only has one Standard Action for that turn.
====
SOLO GESTALT ADJUSTMENTS
The Gestalt must take a main role and an off-role.
It is found that usually Slayer-Healer works best, although Tank-Healer also can work well.
A Tank likely requires Persistent Mark and Mighty Protector to deal enough damage to be viable long term.
Reserves + 1
WP + 2
50% more Feats (round down)
- Main Role feats cannot be taken on the 50% more feats.
- Extra Heal is a Heroic feat, available from L1
- A Solo Gestalt can switch its role after taking its first standard action (see below on Healing)
The following are considerations to avoid a Solo Gestalt entering a "death spiral", where a sequence of unfavourable rolls at the start of the combat pre-determines the outcome to a large extent.
- When a Gestalt takes damage, that brings it down to bloodied or lower, it can choose to be reduced to bloodied value instead. If so, it automatically fails the saving throw to regain its standard action / switch roles granted when healing from bloodied to above bloodied (see below)
- When a Gestalt heals such that it goes from bloodied to no longer bloodied, it can make a Saving Throw. The bonus for this throw cannot exceed +4 (due to feats or items). If it passes, it regains its lost Std Action, and can switch roles after taking at least one Standard Action during this turn.