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Not Again! Retreater Needs to Balance 5e for 7 Players
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<blockquote data-quote="billd91" data-source="post: 9127582" data-attributes="member: 3400"><p>1) Regular initiative works just fine, but you might want to make it visual for the players in some way - a white board, tags on the DM screen, something to make it easy for you and them to see and consult. Make sure to announce who's up <strong>and who's on deck</strong> so the next player can focus up and prepare.</p><p></p><p>2) Some kind of visual representation will be good for semi-focused players but you don't have to be a slave to the grid. Use it to be generally representational but don't worry about them counting their movement spaces or 5' space control or squeezing. Ask where they want to go and maybe YOU move them appropriately. Use it as a general representation, not exacting.</p><p></p><p>3) Increase the number of goobers they're fighting - roughly double. But don't over concentrate your forces any more than you would for half the players. Example: If the initial combat encounter was for 3 kobolds, make it 6. But don't gang up more than 3 on any one of the PCs because that's the most you could have done that with if you only had the original numbers (doubling the encounter numbers but ganging all 6 of the kobolds up on one PC would really shift the terms of the encounter).</p></blockquote><p></p>
[QUOTE="billd91, post: 9127582, member: 3400"] 1) Regular initiative works just fine, but you might want to make it visual for the players in some way - a white board, tags on the DM screen, something to make it easy for you and them to see and consult. Make sure to announce who's up [B]and who's on deck[/B] so the next player can focus up and prepare. 2) Some kind of visual representation will be good for semi-focused players but you don't have to be a slave to the grid. Use it to be generally representational but don't worry about them counting their movement spaces or 5' space control or squeezing. Ask where they want to go and maybe YOU move them appropriately. Use it as a general representation, not exacting. 3) Increase the number of goobers they're fighting - roughly double. But don't over concentrate your forces any more than you would for half the players. Example: If the initial combat encounter was for 3 kobolds, make it 6. But don't gang up more than 3 on any one of the PCs because that's the most you could have done that with if you only had the original numbers (doubling the encounter numbers but ganging all 6 of the kobolds up on one PC would really shift the terms of the encounter). [/QUOTE]
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Not Again! Retreater Needs to Balance 5e for 7 Players
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