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Is 5e suitable for large groups?
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<blockquote data-quote="Tony Vargas" data-source="post: 6561364" data-attributes="member: 996"><p>There are a lot of little tricks you can do to speed up combat. Going around the table instead of using an initiative chart is one I like, for instance. More players do just plain mean longer combats and more danger of one or more players dominating or falling through the cracks.</p><p></p><p>FWIW. I ran a short-sessions (2hr/week) 4e campaign with as many as 12 players in some sessions, for 3 years. So it can be done. I've played & run 13th Age and it can go much faster or much slower based on what characters are in play - as with 5e, casters can potentially slow it to a crawl, while optionless classes like fighters tend towards very short turns. I'd recommend it over 5e for a lot of reasons - it has more RP-/story- oriented stuff, combat has a more 'heroic' feel, it handles TotM gridless play much better, and so forth - but speed of combat or suitability for very large groups isn't one of them.</p><p></p><p> If you have 5 players taking 2 minute turns, you'd think they'd cycle every 10 minutes. Even with 9 players it'd be less than 20. The key is avoiding characters so disparate in options and impact that some players end up taking 15 minute turns, while others take 2 minute ones. That's hard to do, even in outright classless games.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6561364, member: 996"] There are a lot of little tricks you can do to speed up combat. Going around the table instead of using an initiative chart is one I like, for instance. More players do just plain mean longer combats and more danger of one or more players dominating or falling through the cracks. FWIW. I ran a short-sessions (2hr/week) 4e campaign with as many as 12 players in some sessions, for 3 years. So it can be done. I've played & run 13th Age and it can go much faster or much slower based on what characters are in play - as with 5e, casters can potentially slow it to a crawl, while optionless classes like fighters tend towards very short turns. I'd recommend it over 5e for a lot of reasons - it has more RP-/story- oriented stuff, combat has a more 'heroic' feel, it handles TotM gridless play much better, and so forth - but speed of combat or suitability for very large groups isn't one of them. If you have 5 players taking 2 minute turns, you'd think they'd cycle every 10 minutes. Even with 9 players it'd be less than 20. The key is avoiding characters so disparate in options and impact that some players end up taking 15 minute turns, while others take 2 minute ones. That's hard to do, even in outright classless games. [/QUOTE]
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