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Ran a dissapointing game last night
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<blockquote data-quote="Jindy" data-source="post: 4369638" data-attributes="member: 69107"><p>There's a really neat chart on page 57 of the DMG dealing with xp budgets for parties of different sizes.</p><p></p><p>So, I would start there. Look at the encounter you're running, and the total xp for it. Look at the chart to see what it should be for the number of players... then I'd look at the xp cost of the various baddies in the encounter and add another couple of whatever to get to the right number (or remove some).</p><p></p><p>As for running groups of 6 versus 5 or 4... the biggest problem seems to be keeping everyone involved. I try to make it a habit of working my way around the table to check with each player about what their character is up to.</p><p></p><p>For instance, I ran a brief encounter where the group was trying to buy some information from someone in a bar. That really only took one or two players (one to negotiate, one to serve as bodyguard in case there was a fight - they were in a bar afterall, and there are always fights in bars). I had 6 players, and in the middle of the negotiations, I would pause and ask the other players what they were up to. Sometimes I get "we're going to try and steal that guy's wallet." and sometimes it's "I'm going to sneak into the warehouse across the street and poke around." In my starwars game, I had a couple characters decide to kidnap a bunch of jawas... so instead of running the game I had in mind... we ran the jawa roundup.</p><p></p><p>Thinking over the session you described... while some members of the party were trying to negotiate a free lunch, what was everyone else doing? If it had been my group, I guarantee you someone would hae robbed the guy blind - or tried.</p><p></p><p>As for the upcoming solo... look at the xp of the solo... look at the budget for the group given the number of players and level. Then, if you needed more, I'd throw in a couple lower level kobolds to the mix. There was an article in one of the online magazines at Wizards on kobolds recently that might give you some ideas to make that more interesting. And I believe Mike Mearls blog at the wizards forums has some suggestions on how to make that particular encounter a lot more interesting by changing up the terrain.</p></blockquote><p></p>
[QUOTE="Jindy, post: 4369638, member: 69107"] There's a really neat chart on page 57 of the DMG dealing with xp budgets for parties of different sizes. So, I would start there. Look at the encounter you're running, and the total xp for it. Look at the chart to see what it should be for the number of players... then I'd look at the xp cost of the various baddies in the encounter and add another couple of whatever to get to the right number (or remove some). As for running groups of 6 versus 5 or 4... the biggest problem seems to be keeping everyone involved. I try to make it a habit of working my way around the table to check with each player about what their character is up to. For instance, I ran a brief encounter where the group was trying to buy some information from someone in a bar. That really only took one or two players (one to negotiate, one to serve as bodyguard in case there was a fight - they were in a bar afterall, and there are always fights in bars). I had 6 players, and in the middle of the negotiations, I would pause and ask the other players what they were up to. Sometimes I get "we're going to try and steal that guy's wallet." and sometimes it's "I'm going to sneak into the warehouse across the street and poke around." In my starwars game, I had a couple characters decide to kidnap a bunch of jawas... so instead of running the game I had in mind... we ran the jawa roundup. Thinking over the session you described... while some members of the party were trying to negotiate a free lunch, what was everyone else doing? If it had been my group, I guarantee you someone would hae robbed the guy blind - or tried. As for the upcoming solo... look at the xp of the solo... look at the budget for the group given the number of players and level. Then, if you needed more, I'd throw in a couple lower level kobolds to the mix. There was an article in one of the online magazines at Wizards on kobolds recently that might give you some ideas to make that more interesting. And I believe Mike Mearls blog at the wizards forums has some suggestions on how to make that particular encounter a lot more interesting by changing up the terrain. [/QUOTE]
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