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<blockquote data-quote="Li Shenron" data-source="post: 8072239" data-attributes="member: 1465"><p>My experience only goes as far as 6 (briefly 7) players and it was a long time ago in 3ed. It was actually my first DM experience and we were all new to the edition.</p><p></p><p>- Combat was a bit slow, but keep in mind this was 3ed and we didn't know the rules well yet, and overall it was <em>not</em> a slog thanks to the fact that we started the game at 1st level (I am quite sure that it would have been another matter after a few levels, when PCs start getting multiple attacks and lots of stacking spells). Nevertheless, I am very confident that combat doesn't slow down nearly as much in 5e even with 7 PCs.</p><p></p><p>- Let the players take initiative in social encounters and exploration scenes, just let them decide who does what. A big group means ideas and initiatives will keep coming, so you don't need to shove them around too much or give too many hints about what they could try. OTOH there is an increased possibility that an argument between players (about the best way to proceed, or a rules argument) may halt the game, when there are more players. Because of this, I would try not to adopt a very rules-precise gaming style, and I would try to keep the atmosphere relaxed... let them know that it's not worth arguing over the best tactic, because there is no single tactic required to win the game, many paths are the correct path.</p><p></p><p>- Make sure the group accepts that some characters will just be dragged along certain social/exploration scenes without contributing much. Focus on the idea that contribution to the adventure should average out on the long term. An attitude of "the game must make everyone shine all the time" won't work.</p><p></p><p>- The more PCs in the adventure, the more narrow their focus should be, so that they don't cover exactly the same roles. When levelling up, I would encourage them to get better at what they're already good, rather than expand their character options "horizontally". As a matter of fact, they can already adapt also with their current set of abilities... spellcasters in particular can change their prepared spells to focus on certain things.</p><p></p><p>- I would not actually worry too much about changing combat encounters. I would probably add more monsters just because I like mass battles, but all in all there is no real need to, as the game is self-adjusting in the sense that if the PC group is stronger, then they simply push through more combats before taking rests. You can actually go through an adventure more quickly if you don't buff combat encounters, both because it's faster for the PCs and it's faster for the players.</p><p></p><p>- I would probably prefer to run combats with miniatures, but I don't mean that TotM is unfeasible.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8072239, member: 1465"] My experience only goes as far as 6 (briefly 7) players and it was a long time ago in 3ed. It was actually my first DM experience and we were all new to the edition. - Combat was a bit slow, but keep in mind this was 3ed and we didn't know the rules well yet, and overall it was [I]not[/I] a slog thanks to the fact that we started the game at 1st level (I am quite sure that it would have been another matter after a few levels, when PCs start getting multiple attacks and lots of stacking spells). Nevertheless, I am very confident that combat doesn't slow down nearly as much in 5e even with 7 PCs. - Let the players take initiative in social encounters and exploration scenes, just let them decide who does what. A big group means ideas and initiatives will keep coming, so you don't need to shove them around too much or give too many hints about what they could try. OTOH there is an increased possibility that an argument between players (about the best way to proceed, or a rules argument) may halt the game, when there are more players. Because of this, I would try not to adopt a very rules-precise gaming style, and I would try to keep the atmosphere relaxed... let them know that it's not worth arguing over the best tactic, because there is no single tactic required to win the game, many paths are the correct path. - Make sure the group accepts that some characters will just be dragged along certain social/exploration scenes without contributing much. Focus on the idea that contribution to the adventure should average out on the long term. An attitude of "the game must make everyone shine all the time" won't work. - The more PCs in the adventure, the more narrow their focus should be, so that they don't cover exactly the same roles. When levelling up, I would encourage them to get better at what they're already good, rather than expand their character options "horizontally". As a matter of fact, they can already adapt also with their current set of abilities... spellcasters in particular can change their prepared spells to focus on certain things. - I would not actually worry too much about changing combat encounters. I would probably add more monsters just because I like mass battles, but all in all there is no real need to, as the game is self-adjusting in the sense that if the PC group is stronger, then they simply push through more combats before taking rests. You can actually go through an adventure more quickly if you don't buff combat encounters, both because it's faster for the PCs and it's faster for the players. - I would probably prefer to run combats with miniatures, but I don't mean that TotM is unfeasible. [/QUOTE]
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