Best way to cope with less than 4 players?

Best way to deal with less than 4 players?

  • One or more players has more than one PC

    Votes: 29 16.0%
  • Gestault PCs

    Votes: 29 16.0%
  • GM run NPCs to make up for the party's lack

    Votes: 25 13.8%
  • Adjust the encounters to fit the fewer PCs

    Votes: 85 47.0%
  • Something else that I will now explain below

    Votes: 13 7.2%


log in or register to remove this ad

Higher levels (or lower ELs, depending on how you look at it ;)), and/or a few hirelings/allies, have always worked well for me.

Just use NPCs that aren't very knowledgable and/or smart if you think the PCs are likely to get lazy and attempt to let the hired help handle all the planning. Low-Int half-orc barbarians with little knowledge of the world beyond their tribe's lands are good fighter-types for this purpose, for example. :p
 

Current game of three players the DM has adjusting things for us. We started out without a healer until one of the players multi-classed Cleric. The DM made sure that healing potions were found fairly regularly to start.

We have found we can still handle encounters close to a standard 4 member group, but have to stop and rest more frequently. We've had several occasions of dragging the unconscious Fighter/Cleric back to town for healing because we pushed on when we shouldn't have.
 


I'd probably have them start at higher level, and/or give them equipment that would benefit them despite having fewer people in the party.
 

Let them know there are dangers in the world beyond their abilities. Then populate the nearby land with adventures designed for a lower level than the PCs are. But inlcude a few average and higher ones as well.

If they are just starting off at 1st, try chopping the adventures up. You could decrease the number of foes. If a single monster is too tough, try bringing in a 3rd or 4th force. These could be potential PC allies or enemies, but they will attack and weaken the mighty foe too.
 

I prefer (as DM) running extra NPCs to fill in the gap. This allows the player to focus on his/her own character and it allows me to insert additional 'flavor/personality' into the adventure. These NPCs typically turn to PCs for ideas on what to do next; however, on occasion they have suggested an occasional idea to get the players back on track.

I also can use a Dungeon mag adventure as is without worrying about CR adjustments...again saving time.

The down side is that it can be a challenge (at times) to run an adventure while controlling several NPCs. I'd prefer just having four players to begin with.

I might experiment with allowing the players to run more than one PC. Hopefully this thread will shed some light on how well that approach works.
 

Adjust to fit the PCs. Run the party against encounters designed for lower level parties.

Ways to make the PCs stronger:

1 Gestalt
2 Feats every level or bonus feat at 1st for heroes
3 High point buy
4 Free LA
5 Higher loot/magic
6 Pets/followers

I like gestalt, it allows them to do more concepts and fill more party niches.

I played through the first half of the banewarrens as part of a 2 person party. The module is for 6-10 and we started when we were at 7, with high value items and very high ability scores. It was a fighter/paladin and a ranger/monk/wizard in 3e. The paladin had his warhorse and my wizard had a dire otter familiar (weasel without blood drain). Through PC actions we acquired a henchman after rescuing an out of work mercenary from a curse and joined forces with others and things went fine.
 

I voted for "adjust the adventure", but I do have parties from time to time where the players can't decide between character concepts, and I allow players to run multiple characters. Sometimes it works, but most times, as mentioned before, both characters suffer. While they may be initially statted out and with good backstory and campaign hooks, invariably one will take a back seat, filling the same support role over and over, while the other does all the in-your-face interaction and gets more focus when it comes to leveling up choices.
 

My group currently has 3 players, and I've debated this exact dilemma. The solution I'm going to take involves every option you listed (except #1 which I feel would tend to dilute roleplaying and promote metagaming).

1. Bulk up the PCs slightly. Give 'em an extra magic item, healing potions, etc. If that's too much of a stretch for your campaign, at least make sure the PCs have access to some kind of reliable healing back at their base of operations.

2. Weaken the opposition slightly. Have them make mistakes, and roleplay it. It really lends an air of realism if you have the enemy make an occasional mundane mistake like forgetting to reset a trap, thinking the PCs are someone else, or whatever. Apply random damage to the bad guys; they have their own adventures, too, and can't always be in tip-top shape.

3. Offer campaign-friendly ways to incorporate nameless henchmen, i.e., the town wainwright thanks the PCs for agreeing to solve the riddle of the haunted tower, and he sends his two strapping sons (both Ftr1) with them. Then play the NPCs as brave enough to stand their ground but not so foolhardy to become trap-springers for the PCs.

4. Last and best, play to the obvious strength of a smaller party: deeper roleplaying and more individual subplots. Big groups can get bored with lots of roleplay because it usually involves only a few of the players at any one time. Likewise, individual subplots can get marginalised easily in a large group; but in a very small group, each player can hog more of the RP spotlight without ruining the game.

While I think any style of adventure can be run for a small group, I imagine you'd probably have the most success with roleplay-heavy ones set in well populated areas, rather than combat-centred adventures in remote, hostile lands.

ironregime
 

Pets & Sidekicks

Remove ads

Top