Large gaming group challenge ratings

thefez85

First Post
I am starting a new campaign after a few years of not playing.
Where as back in the day it was only me and a few mates i now have a group off 8 pc's to cater for, and was wondering if anyone has some suggestions for how to build my encounters as im used to a party of maybe 4-5 and dont want to make it to hard/easy. any tips or advice?
sorry if i have posted in the wrong sections but im new to the site.

thanks in advance for your help people :p
 

log in or register to remove this ad

Try building each encounter as if the party were two parties. In other words, build two separate, related groups to attack with.

Instead of having their very first encounter be with 6 giant rats for 4 players, have it be six giant rats and 3 goblins with javelins.

You can design with a lot ore flexibility there; have one group come up from behind, or the groups are not allies but will gang up on the PCs if not bargained with.

When I have large groups I increase the number of foes, give them a few more HP, and give them more ranged/area attacks to help compensate for the fact that the PCs have much greater numbers of moves each round.

DONT fall into the trap of thinking they can handle tougher solo encounters; many "big" monsters have a very mean attack or such high defenses that your group, though large, won't be able to penetrate, or single PCs will get very easily taken down. And watch out for tough monsters with an ability that would overwhelm their saves; it isn't fun when 2/3 of a group fails their will save and flees the scene of the fight!
 

I agree with Gilladian. And if in doubt, err on the easy side of building the encounter. It is easy to overbuild an encounter when dealing with a large group of PCs and ending up with a TPK.

However, I disagree on the comments about the single, big monster (it is true in cases where the monster has a high AC, or high DR, and your PCs can't inflict damage on it). Being able to focus the firepower of 8 PCs on a single bad guy is going to mean the bad guy goes down quickly, unless he has some powerful resistances. Make sure your BBEGs have plenty of minions on hands as canon fodder.
 

Since CR's are based off of Parties of 4, you're actually pretty lucky with a party of 8. It's not AS simple as doubling all numbers and everything is perfect, but I agree with the above posts, if you can approach the combat as two simultaneous battles (not easy to do as a DM, but fun!) it should be decently balanced.
 

Also remember an "encounter" is more than just monsters; it also includes the terrain and other hazards. You can use collapses, fog, geysers, pits, whirling blades, walls, ice, and whatnot to keep the PCs' atttention divided.

For example, while three or four PCs are mired in mud fending off several goblins in a rainstorm, a couple other PCs are trying to free the two PCs hanging from a tree caught up in a net trap. It's a much more complex encounter, but also a little more interesting than just "a dozen goblins".
 

Thnak you

I would just like to thank all of you for your input it doesn't feel half as daunting now lol. once again thank you for taking the time to read and reply to my post
 

When there are many PCs I tends to use relatively weaker combat encounters for two reasons: firstly, I don't want the battle to take too long; secondly, combat in which a single PC is weaker tends to be more deadly.

The reasoning behind the latter is that a challenge for a party of eight can use either double the number of enemies, in which case crits by enemies are likelier; or stronger monsters that are likelier to kill a PC with one blow.
 

When there are many PCs I tends to use relatively weaker combat encounters for two reasons: firstly, I don't want the battle to take too long; secondly, combat in which a single PC is weaker tends to be more deadly.

The reasoning behind the latter is that a challenge for a party of eight can use either double the number of enemies, in which case crits by enemies are likelier; or stronger monsters that are likelier to kill a PC with one blow.

That is why when you have 5+ players you raise CR by more enemies not single higher CR monster.

But more than 6 players IMO is an overkill as it puts too much stress on the DM and you wait your turn for half an hour.
 


Try building each encounter as if the party were two parties. In other words, build two separate, related groups to attack with.

Instead of having their very first encounter be with 6 giant rats for 4 players, have it be six giant rats and 3 goblins with javelins.

You can design with a lot ore flexibility there; have one group come up from behind, or the groups are not allies but will gang up on the PCs if not bargained with.

When I have large groups I increase the number of foes, give them a few more HP, and give them more ranged/area attacks to help compensate for the fact that the PCs have much greater numbers of moves each round.

DONT fall into the trap of thinking they can handle tougher solo encounters; many "big" monsters have a very mean attack or such high defenses that your group, though large, won't be able to penetrate, or single PCs will get very easily taken down. And watch out for tough monsters with an ability that would overwhelm their saves; it isn't fun when 2/3 of a group fails their will save and flees the scene of the fight!


Correct me if I'm wrong, but I've always thought of CR as lvl.
EG: In my game I sent a displacer beast (CR: 7) and 5 Blink Dogs (CR: 2).
Against 4 lvl4 champs.
7 + (2x5) = 17
4x4 = 16

Don't see why can't you do lvlx8 and send X mobs equal to that CR.

EDIT: I'm incredibly mean, I know. But hey. No PC died. Only 2 fell.
 

Pets & Sidekicks

Remove ads

Top