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Advice on DMing a huge party
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<blockquote data-quote="mmu1" data-source="post: 385219" data-attributes="member: 319"><p>Ok, here's the story - I've recently started running a FR game, and due to all kinds of happy coincidences found myself with 9 surprisingly non-frightening and normal players. (I swear, my luck is completely perverse... Either months pass with not a gamer in sight, or people that make me think of KotDT, or I find myself with enough people for two or three games.)</p><p></p><p>We've played four sessions so far, and I think I'm getting an ok grip on the basics of running a large group (mainly having to do with keeping order), and the fact that, even with two or three people out, the game can go on, is definitely a plus.</p><p></p><p>What I am looking for are suggestions for challanging combat encounters for a large group, that get around a couple of problems:</p><p></p><p>1. If I try to challenge a large group with an appropriate number of lower-level enemies, it stops being a combat, and becomes a small battle... And there's nothing wrong with that, for certain encounters, but not for every combat, because it simply takes too long.</p><p></p><p>2. Trying to challenge them with a smaller number of more powerful enemies definitely speeds up combat, but throwing something at them that can stand up to the damage four fighter-types, four casters and a rogue can dish out also means that it will be doing a hell of a lot more damage than the individual party members should be ablde to handle - which greatly increases the chances of character death, and can result in some of the tanks consistently getting knocked out in a somewhat unheroic and frustrating fashion. (their own fault, in part, for going for two-handed weapons and mobility over defense, but I do want them to have fun regardless).</p><p></p><p>So, does anyone have any suggestions? The party is currently mostly 4th level, with, as I mentioned, 4 fighter-types, a cleric, a mage, a sorcerer, a druid, and a rogue. Encounter types, reccommended monsters, spells that can slow down a large group without actually taking people out of the fight altogether and leaving them with nothing to do? Thanks...</p><p></p><p>Oh, and any of my players, plese keep your beaks out of the thread... (Josh in particular, since I know for a fact he lurks around here)</p></blockquote><p></p>
[QUOTE="mmu1, post: 385219, member: 319"] Ok, here's the story - I've recently started running a FR game, and due to all kinds of happy coincidences found myself with 9 surprisingly non-frightening and normal players. (I swear, my luck is completely perverse... Either months pass with not a gamer in sight, or people that make me think of KotDT, or I find myself with enough people for two or three games.) We've played four sessions so far, and I think I'm getting an ok grip on the basics of running a large group (mainly having to do with keeping order), and the fact that, even with two or three people out, the game can go on, is definitely a plus. What I am looking for are suggestions for challanging combat encounters for a large group, that get around a couple of problems: 1. If I try to challenge a large group with an appropriate number of lower-level enemies, it stops being a combat, and becomes a small battle... And there's nothing wrong with that, for certain encounters, but not for every combat, because it simply takes too long. 2. Trying to challenge them with a smaller number of more powerful enemies definitely speeds up combat, but throwing something at them that can stand up to the damage four fighter-types, four casters and a rogue can dish out also means that it will be doing a hell of a lot more damage than the individual party members should be ablde to handle - which greatly increases the chances of character death, and can result in some of the tanks consistently getting knocked out in a somewhat unheroic and frustrating fashion. (their own fault, in part, for going for two-handed weapons and mobility over defense, but I do want them to have fun regardless). So, does anyone have any suggestions? The party is currently mostly 4th level, with, as I mentioned, 4 fighter-types, a cleric, a mage, a sorcerer, a druid, and a rogue. Encounter types, reccommended monsters, spells that can slow down a large group without actually taking people out of the fight altogether and leaving them with nothing to do? Thanks... Oh, and any of my players, plese keep your beaks out of the thread... (Josh in particular, since I know for a fact he lurks around here) [/QUOTE]
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