D&D 5E Is 5e suitable for large groups?

ghaladen

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So, my (originally 4e/Pathfinder) group has been playing 5th edition on and off (including Next) for about 3 years now. We for the most part like the system, but we may end up annexing a few new players. Currently, there are 5 players and myself as DM but our numbers may end up swelling to 9-10. Due to constant scheduling conflicts (one of the reasons we're adding people), it's likely that not everyone will play all the time, but there is the off chance that everyone will be free every now and then and show up. My question is, is 5e worth continuing on with this new challenge, or should we consider something like Swords & Wizardry, Warhammer FRP 1E or 13th Age? If so, what are some ways to speed up turns in combat? I would imagine Static Damage in the Monster Manual would be a good start (less dice for me to roll = shorter turn). What are some other ideas? Thanks in advance.

EDIT: I should also mention that our group doesn't have an issue with overall combat length. A 2 hour fight in 4e was fine. The issue is the combat turn length. Meaning the time it takes for a persons turn to come back around. In 4e, fights could take from 1 1/2 hours to almost 3 hours in the paragon levels. As a player, having to wait 45 mins to an hour for your 2 minute turn to come back around was unacceptable.
 
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I see no reason why it wouldn't work as well as, say, 2E. The largest group I've ever seen was 24 players in the original Temple of Elemental Evil. That collapsed under beer and the general logistics of trying to even place 24 people where they could participate, rather than any system failings. A dozen players worked fine, though (again, failings weren't the issue of the system). 5E isn't that much more complex the 1E (YMMV, I'm thinking general use cases where less experienced players play Champion Fighters), which is where I compare it to 2E.

Edit: as a general caution, I'm saying that it's possible to play with that many. I wouldn't consider it advisable for most groups. I have seen some groups that could handle it, but those had multiple military members.
 
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5E is faster playing then 3E or 4E, so that should help.

Avg damage is an easy one. May want to discourage beast rangers, monster summoning, and other ways of brining in yet more help.

You will also need a way to deal with missing players (including contriving ways for their characters to be missing) as you will always have missing players with a group that big.
 

It's faster than 4E. Still though, that's too many players for one group in my opinion. The sweet spot is still four player characters. Five is fine too, but once you get above five it starts to bog down.
 

Yes, it is suitable for a group that large.

Historically, OD&D was played by large rooms of people, all at once.

5e can work about as well. However, I strongly recommend you par back the options if you're going that route. No feats (too many of them involve bonus attacks and such). Keep things well organized. If a player's turn comes up and they dither too long, their turn gets skipped or automatically they are helping the next player attack with advantage. There's no time for delays with a game that size.

I'd also suggest NO GRID. The grid slows things down.

Average damage, and average monster hit points, will help as well.
 

My experience with large groups is limited to convention gaming so it might be different over the long term, but I was able to comfortable accommodate up to 13 players. Too many more would have been problematic, though. The key was making sure everyone was on point in combat and not letting any one indecisive player consume too much time, and out of combat make sure you cycle through the players at each decision point and ask, "what are you doing."
 

In my view the only workable group size, in terms getting sufficient spot light time out of combat as well as in, is between 3-5 players. Anything above that is going to be cumbersome and the more players you add, the worse it will be. Splitting the group is a better idea game wise. Friend wise... well that's a whole different question!

Maybe run two boardgames instead?
 

I have run a table with up to 9 people. The problem becomes more that it is like herding cats to get anything done than if the system can handle it. The biggest problem is really that unless the players are fighting foes or equal or greater numbers, they simply get too many attacks and effects against the opponents for the foes to do anything worthwhile.
 

Thanks for all the swift replies, esp. Gridless play. I'm thinking something similar to Warhammer FRP 3e/13th Age where distances are Adjacent/Near/Far. Adjacent is, well Adjacent, Near takes one move action, Far takes 2 move actions.

What about initiative? The DMG has a 2e-style initiative with weapon speed. Anyone have any experience with that in regards to combat speed/length of turns?
 

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