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<blockquote data-quote="bret" data-source="post: 476283" data-attributes="member: 713"><p>OK, we've been running in a large group so I'll add a few things here.</p><p></p><p>1. Recruit a few players to handle some of the details during combat. Our speed really improved when we made two changes:</p><p>1a. Only roll for initiative once a round</p><p>1b. Have a player determine and call out who is next up in initiative order.</p><p></p><p>2. Watch out for the 'unkillable' monster. The article by Sean K. Reynolds touched on this, but it merits repeating. The group is going to not be able to penetrate some defenses that a smaller and higher level group could. Even raw grunts can cause problems because they do enough damage per round to take out all of the fighter cover where in a smaller and higher level group the fighter would have had better defenses.</p><p></p><p>3. Don't let your big boss wear a target. It is much better to have a couple of leaders than just one big, bad, evil guy. Give the BBEG a couple of lieutenants</p><p> and make sure no one wears officer insignia. The players should be able to figure out who is directing the show by who is giving the orders, but don't make it as easy as 'target the guys with the gold chains' to immediately recognize the leaders.</p><p></p><p>4. It helps to have everyone be from the same organization. This could be a Thieve's guild, a band of brigands, a troupe of entertainers, a corpse in the military, or just part of the same secret society. The thing is, it gives the group an in character reason to work <strong>together</strong> with the <strong>same basic goals</strong> as others in the group.</p><p></p><p>5. Allow for situations wherethe PCs are roleplaying with each other. There are many situations where you could have multiple PCs all interacting with each other, not even needing to add in an NPC.</p><p></p><p>6. Disallow the cohort from the Leadership feat travelling with the character. You can still take the feat, but the group is just too big to add an NPC to.</p><p></p><p></p><p>Those are some of the things we have found work well.</p></blockquote><p></p>
[QUOTE="bret, post: 476283, member: 713"] OK, we've been running in a large group so I'll add a few things here. 1. Recruit a few players to handle some of the details during combat. Our speed really improved when we made two changes: 1a. Only roll for initiative once a round 1b. Have a player determine and call out who is next up in initiative order. 2. Watch out for the 'unkillable' monster. The article by Sean K. Reynolds touched on this, but it merits repeating. The group is going to not be able to penetrate some defenses that a smaller and higher level group could. Even raw grunts can cause problems because they do enough damage per round to take out all of the fighter cover where in a smaller and higher level group the fighter would have had better defenses. 3. Don't let your big boss wear a target. It is much better to have a couple of leaders than just one big, bad, evil guy. Give the BBEG a couple of lieutenants and make sure no one wears officer insignia. The players should be able to figure out who is directing the show by who is giving the orders, but don't make it as easy as 'target the guys with the gold chains' to immediately recognize the leaders. 4. It helps to have everyone be from the same organization. This could be a Thieve's guild, a band of brigands, a troupe of entertainers, a corpse in the military, or just part of the same secret society. The thing is, it gives the group an in character reason to work [B]together[/B] with the [b]same basic goals[/b] as others in the group. 5. Allow for situations wherethe PCs are roleplaying with each other. There are many situations where you could have multiple PCs all interacting with each other, not even needing to add in an NPC. 6. Disallow the cohort from the Leadership feat travelling with the character. You can still take the feat, but the group is just too big to add an NPC to. Those are some of the things we have found work well. [/QUOTE]
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