Groups with more than 4 PCs - I'm New

John Crichton

First Post
Okay, DMing for large groups hasn't been a problem for me in the past but many years have past since I have done it. I ran an old WEG Star Wars game and a 2e D&D game for 6-8 people back in the mid-90's. So I know what it is like under those conditions.

However, in a couple weeks I'll be starting a campaign (most likely D&D 3.5) which will feature 6 players. I haven't run 3.x for any more than 4 at a time and most of my experience has been running for 2-3.

I tend to veer more towards roleplaying than combat (altho there is no lack of it) and PC/NPC interactions. What are a few of the pitfalls I should be aware of? Suggestions? Rules I should be wary of? Questions I haven't asked? :)
 
Last edited:

log in or register to remove this ad

With six people, 3.X combat can be very slow, so try to be extra prepared with your tactics & spell effects if applicable so you can keep it moving.

I'm into my 2nd month or so with six players, and it can be challenging. Roleplaying seems to go just fine ( but table talk IS amplified ), but with so long between rounds, these guys are forgetting initiative order!
 
Last edited:

John Crichton said:
Okay, DMing for large groups hasn't been a problem for me in the past but many years have past since I have done it. I ran an old WEG Star Wars game and a 2e D&D game for 6-8 people back in the mid-90's. So I know what it is like under those conditions.

However, in a couple weeks I'll be starting a campaign (most likely D&D 3.5) which will feature 6 players. I haven't run 3.x for any more than 4 at a time and most of my experience has been running for 2-3.

I tend to veer more towards roleplaying than combat (altho there is no lack of it) and PC/NPC interactions. What are a few of the pitfalls I should be aware of? Suggestions? Rules I should be wary of? Questions I haven't asked? :)

At its height, my FR campaign had 6 players, although it's currently down to 4.

As you can probably expect, things tend to move slower when you have 6 PCs instead of 4. It takes longer to resolve rounds in combat, it takes longer to plan encounters that challenge the PCs, it takes longer for the party to decide what to do next, etc.

Still, if you know how to DM, it shouldn't be too much of a hassle. It might take a little getting used to, but if you've got a good group, it can be every bit as fun (if not more so) than having only 4 players.
 

I miss the days of less than 6. Sigh. Of course, now the players are masters of creating power characters, before they even get experience. :/ My experience with the role-playing aspect... two to three tend to do the most rping, the others generally wait to kill stuff again. I've even seen resentment against those that do a lot of rping, with the feeling being that they're monopolizing the game.

Yes... I miss 4 player groups...
 

astralpwka said:
I miss the days of less than 6. Sigh. Of course, now the players are masters of creating power characters, before they even get experience. :/ My experience with the role-playing aspect... two to three tend to do the most rping, the others generally wait to kill stuff again. I've even seen resentment against those that do a lot of rping, with the feeling being that they're monopolizing the game.

Yes... I miss 4 player groups...
So, no advice then? ;)
 

I have (normally) 5 PCs, 4 NPCs, and 2 animal companions. Two of my NPCs are cohorts (essentially) so they get run by the players. For my own sanity, I tell people to roll all of their attacks and damages in one go (very important at higher levels). Make sure everyone is paying attention.

If you trust your players, have them roll their attacks and damages while it's other people's turns, so you can go quickly around the table.

When roleplaying, cut back and forth between people frequently to avoid boredom. Don't be afraid to put people on pause for a few minutes, it helps.
 

I've been running a 6 player 3.5 game since August, and I've noticed a few things. As mentioned, combat is slow. I try to keep things moving, and never dawdle when deciding what monsters should do (often forgetting to move mooks), but it still takes a long time to resolve combats.

A more subtle problem is matching the party up to encounters. The PCs in my groups are fairly high-powered statwise. This, along with 50% more members than the assumed average means they mop the floor with "appropriate" challenges. The downside is that higher CR creatures will have a greater chance of killing single PCs with lucky shots, and also of generating a TPK. We've had a few deaths, and the pace seems to be quickening. I have fiddled with encounter potency, and I don't think I can throttle things back too far without sacrificing challenge. The players are learning to be a little more cautious, but it has taken a while.

I have a group that is pretty good about staying attentive, so the size hasn't been a problem in most situations, but I wouldn't want a larger group at this time. I keep copies of all characters, as well as a skills/saves/stats cheat sheet for quick reference, and a combat chart for actions/initiative. This lets me have what I need on each character at hand, as well as having their character ready should the player not show (my players have a very good attendance record, but with 6 your chances of an absence are good).
 

I have seven players. The main thing I've noticed is that everything takes a long time. You have to come up with time saving tricks or you will end up accomplishing nothing much, even though you've spend 4 or 5 hours at the table.

Combat really is slow, so I've started rolling initiative for all monsters, villians and NPCs who might possibly see combat ahead of time. I also think through their tactics ahead of time, and write it down so I don't forget. I'm actually toying with the idea of asking the players to roll initiative before we start each session, and having it apply for the entire night. Two hour combats are irritating, so any little thing one can do to shave minutes off is ok by me.

The other problem I've noticed is that CRs and ELs are balanced for a party of 4, so if you have more players, you have to adjust. I tend to add hit dice more often than I add additional creatures, but either one can work. In fact, at 1st level, adding creatures is better, because a tougher monster is likely to kill with one blow.

With a party this large, they can split up and still stay alive. It's not unusual for them to divide into two exploring parties, with some muscle, some healing and some exploratory skills in each group. This can be a bit hard to keep track of, but does result in the party accomplishing more.

Finally, I have one of the players keep detailed notes, so I don't waste time doing it.
 

John Crichton said:
I tend to veer more towards roleplaying than combat (altho there is no lack of it) and PC/NPC interactions. What are a few of the pitfalls I should be aware of?

Others are addressing combat. I'll address social issues....

With six players, it can be difficult to keep everyone involved in a social or role-play scene. Frequently, the dialog will slip into a one-on-one discussion between a PC and one NPC, leaving the others to sit and listen. This can become boring for the idle players. At least in slow combat they each have input once a round. This isn't the case if you're spending 15 minutes in dicsussion with the "party leader".

Luckily, six players is plenty for interesting dynamic among the PCs. So, one trick is to try to keep the input of NPCs to a minimum - use them as a way to create situations where the PCs will want to interact with each other, rather than as a way to interact with you. To this end, you will want to quickly ascertain the personalities and motivations of the PCs. A questionnaire or background for each character would probably help, and give you an idea of what strings will need pulling and when...
 

My biggest tips..

1. Be prepared to adjust stuff on the fly. Improvisation will make it look like you know what you're doing, even if you don't, if done properly.

2. You can't keep track of everything. Don't even bother. Let the PCs keep track of as much stuff as they can. If they have animal companions, cohorts, etc. let them control the creatures.

3. Roll efficiently. Roll ahead of time if possible. If a beastie's got mutliple attacks, roll multiple dice. You'd be surprised how much this speeds things up. Try to convince your players to roll multiple dice as well.
 

Remove ads

Top