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Community
General Tabletop Discussion
*Dungeons & Dragons
DM query: Any interesting differences between different party sizes?
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<blockquote data-quote="Shiroiken" data-source="post: 7090351" data-attributes="member: 6775477"><p>Definitions: Small group <4, Large group >5</p><p></p><p>Small groups allow for a lot more in depth character development and roleplay for all players. It becomes hard for a watcher type player to sit on the sidelines when there are so few players, so it forces them to engage. Combats become more swingy, since bad rolls have greater impact, and if a character drops it represents a huge loss of action economy for the PCs. The biggest downside to a small group is if anyone misses a session, it's VERY hard to justify playing, so you lose sessions more frequently.</p><p></p><p>Large groups give you more variety in characters and backgrounds, allowing more springboards for adventure. It's hard to keep track of everyone's abilities, so expect to be surprised once in a while. You can't keep focus on everyone, so it's best to create story arcs for each player, allowing them a short time in the spotlight (maybe a session or two at a time). Usually one or two players will naturally draw focus to themselves, so you can let them do that work themselves (just run with whatever they want to do periodically). Biggest downsides are longer combats and loss of focus.</p><p></p><p>As for NPCs, having an NPC with the party isn't terrible, but be very careful. They can't be used as a source of information, so you need to limit their ideas to what the character knows. Also, never add more than 1 combat oriented NPC at a time. I have a group of 4 active players, plus 1 NPC, plus 2 missing player NPCs (players who've left the game, but the characters have no reason to stop being with the group). When I take up 75% of the combat between monsters and NPCs, it really sucks for both me and the players.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7090351, member: 6775477"] Definitions: Small group <4, Large group >5 Small groups allow for a lot more in depth character development and roleplay for all players. It becomes hard for a watcher type player to sit on the sidelines when there are so few players, so it forces them to engage. Combats become more swingy, since bad rolls have greater impact, and if a character drops it represents a huge loss of action economy for the PCs. The biggest downside to a small group is if anyone misses a session, it's VERY hard to justify playing, so you lose sessions more frequently. Large groups give you more variety in characters and backgrounds, allowing more springboards for adventure. It's hard to keep track of everyone's abilities, so expect to be surprised once in a while. You can't keep focus on everyone, so it's best to create story arcs for each player, allowing them a short time in the spotlight (maybe a session or two at a time). Usually one or two players will naturally draw focus to themselves, so you can let them do that work themselves (just run with whatever they want to do periodically). Biggest downsides are longer combats and loss of focus. As for NPCs, having an NPC with the party isn't terrible, but be very careful. They can't be used as a source of information, so you need to limit their ideas to what the character knows. Also, never add more than 1 combat oriented NPC at a time. I have a group of 4 active players, plus 1 NPC, plus 2 missing player NPCs (players who've left the game, but the characters have no reason to stop being with the group). When I take up 75% of the combat between monsters and NPCs, it really sucks for both me and the players. [/QUOTE]
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Community
General Tabletop Discussion
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DM query: Any interesting differences between different party sizes?
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