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<blockquote data-quote="maddman75" data-source="post: 3766357" data-attributes="member: 2673"><p>I ran a game for 7, and I really don't recommend it. But if you insist, here's what I recommend.</p><p></p><p>Speed. With that many players you don't have time to screw around. Players should be thinking about what they want to do on their turn when everyone else is going. If you get to someone and they aren't sure, go to the next person in initiative. Come back to them in a minute. Further, if they are a spellcaster they *must* have the PHB open to the spell on their turn, or you'll come back to them.</p><p></p><p>Share Responsibility. Pick the biggest rules lawyer in the group, and declare them Rules Wrangler. If you can, have them keep a copy of the core rulebooks on hand, and any relevent sourcebooks. If you need something looked up, have them do it for you. (This is also handy if a rules lawyer is getting on your nerves - put them to work for you!). Another chore is initiative. Give one player a sheet of paper or dry erase board and have them get initaitive at the beginning of each combat from all the PCs. You have enough to do.</p><p></p><p>Forget CR. The whole CR/EL/XP system? It won't work for you. Throw the whole thing out, you're going to have to learn to eyeball it. Any single creature will die quickly under the PC's combined firepower. You're going to have to do a lot with mooks and lackeys. Otherwise anything with the AC and hp to not die in two rounds is going to be one-shotting the PCs. Just eyeball the creatures and give enough XP to level when you want them to level.</p><p></p><p>Of course, most of these are because of how complex D&D is. You'd have a lot more success running a simpler game.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3766357, member: 2673"] I ran a game for 7, and I really don't recommend it. But if you insist, here's what I recommend. Speed. With that many players you don't have time to screw around. Players should be thinking about what they want to do on their turn when everyone else is going. If you get to someone and they aren't sure, go to the next person in initiative. Come back to them in a minute. Further, if they are a spellcaster they *must* have the PHB open to the spell on their turn, or you'll come back to them. Share Responsibility. Pick the biggest rules lawyer in the group, and declare them Rules Wrangler. If you can, have them keep a copy of the core rulebooks on hand, and any relevent sourcebooks. If you need something looked up, have them do it for you. (This is also handy if a rules lawyer is getting on your nerves - put them to work for you!). Another chore is initiative. Give one player a sheet of paper or dry erase board and have them get initaitive at the beginning of each combat from all the PCs. You have enough to do. Forget CR. The whole CR/EL/XP system? It won't work for you. Throw the whole thing out, you're going to have to learn to eyeball it. Any single creature will die quickly under the PC's combined firepower. You're going to have to do a lot with mooks and lackeys. Otherwise anything with the AC and hp to not die in two rounds is going to be one-shotting the PCs. Just eyeball the creatures and give enough XP to level when you want them to level. Of course, most of these are because of how complex D&D is. You'd have a lot more success running a simpler game. [/QUOTE]
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