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General Tabletop Discussion
*TTRPGs General
Balancing a game for 8 players
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<blockquote data-quote="AFGNCAAP" data-source="post: 3259044" data-attributes="member: 871"><p>I face the same problem: now I'm facing an 11-member group (I'd say between 10-12 players total).</p><p></p><p>I've found out the hard way that 1 higher CR opponent vs. a lot of lower-level PCs is nasty. High death counts, in some cases. Then again, it sorta fits the group of weaker foes banding together to fight a bigger threat; they may succeed, but some of their number will die trying.</p><p></p><p>And, with some situations/modules, upping numbers is a problem due to space--combat space is limited as it is (esp. with the optimized design for a party of 4-5 PCs). However, upping the number of foes seems to be a better solution than upping the HD/CR of a small number of foes (or a single foe).</p><p></p><p>If I had more time available, I'd consider splitting the large group into 2 smaller groups, but unfortunately, that's not very viable ATM (or for a while, it would seem).</p><p></p><p>It's strange--back in the OD&D/AD&D heyday, my group was the optimal size for 3.X games (about 4-5 regulars); now, with the 3.X version, I have a group that's optimal for the old OD&D/AD&D orientation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>And no, I don't have any of my OD&D/AD&D stuff left, so I won't switch to running that instead.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3259044, member: 871"] I face the same problem: now I'm facing an 11-member group (I'd say between 10-12 players total). I've found out the hard way that 1 higher CR opponent vs. a lot of lower-level PCs is nasty. High death counts, in some cases. Then again, it sorta fits the group of weaker foes banding together to fight a bigger threat; they may succeed, but some of their number will die trying. And, with some situations/modules, upping numbers is a problem due to space--combat space is limited as it is (esp. with the optimized design for a party of 4-5 PCs). However, upping the number of foes seems to be a better solution than upping the HD/CR of a small number of foes (or a single foe). If I had more time available, I'd consider splitting the large group into 2 smaller groups, but unfortunately, that's not very viable ATM (or for a while, it would seem). It's strange--back in the OD&D/AD&D heyday, my group was the optimal size for 3.X games (about 4-5 regulars); now, with the 3.X version, I have a group that's optimal for the old OD&D/AD&D orientation. :confused: And no, I don't have any of my OD&D/AD&D stuff left, so I won't switch to running that instead. [/QUOTE]
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Balancing a game for 8 players
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