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How do you deal with a large group of Players and PCs?
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<blockquote data-quote="Herremann the Wise" data-source="post: 2980179" data-attributes="member: 11300"><p>Hello Again,</p><p></p><p>Thanks for the advice people. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>In terms of roles for each of the players, I have deliberately abandoned someone keeping a log as I found it took them away from the action too often. However, I do have one of the players tracking the initiative which is a real task. I limit the enemy to at most 2 initiative positions where I can and strive for a simple 1 most of the time. We have done initiative cards but found this failing some of the time so it was abandoned. Quickleaf, can you perhaps describe in a nutshell the initiative systems you mentioned? </p><p></p><p>As for challenging the party, I have not had trouble so far. I do a lot of preparation in terms of suitable tactics and do not find challenging the party difficult (so far at least anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p></p><p>Thank you Quickleaf for your great suggestions, they are very good guides to keep reminding myself of.</p><p></p><p>On a side note, the interesting one is concise information to the players. I find that if I'm too concise, I get asked for extra details during a players turn which can stall an encounter as much as providing too much. Finding the balance is something I'm trying to do well but it is something I've identified I have to work on a little bit more. The other tendency I've noticed is spellcasters taking longer than others. I've assisted them by producing spell cards for all the spells they can cast. At the start of a "day", I get them to choose their spells (and thus their cards for the day). I found this really speeds things up.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2980179, member: 11300"] Hello Again, Thanks for the advice people. :) In terms of roles for each of the players, I have deliberately abandoned someone keeping a log as I found it took them away from the action too often. However, I do have one of the players tracking the initiative which is a real task. I limit the enemy to at most 2 initiative positions where I can and strive for a simple 1 most of the time. We have done initiative cards but found this failing some of the time so it was abandoned. Quickleaf, can you perhaps describe in a nutshell the initiative systems you mentioned? As for challenging the party, I have not had trouble so far. I do a lot of preparation in terms of suitable tactics and do not find challenging the party difficult (so far at least anyway :) ). Thank you Quickleaf for your great suggestions, they are very good guides to keep reminding myself of. On a side note, the interesting one is concise information to the players. I find that if I'm too concise, I get asked for extra details during a players turn which can stall an encounter as much as providing too much. Finding the balance is something I'm trying to do well but it is something I've identified I have to work on a little bit more. The other tendency I've noticed is spellcasters taking longer than others. I've assisted them by producing spell cards for all the spells they can cast. At the start of a "day", I get them to choose their spells (and thus their cards for the day). I found this really speeds things up. Best Regards Herremann the Wise [/QUOTE]
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