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<blockquote data-quote="Sword of Spirit" data-source="post: 6567613" data-attributes="member: 6677017"><p>While I think everyone enjoyed our 6 PC LMoP campaign that ended last night, and it should be counted as a "good game" by that standard, I feel that it taught me that 6 PCs is just too much for me in 5e. You have to add too many opponents to keep fights at the level of challenge that I want them to be at for the level of the party, and that many critters in a battle just makes combat way slower than I'd like.</p><p></p><p>That is sad for me because my old-school sensitivities prefer a party of 6 characters with all 4 traditional D&D roles (tank, holy healer, rogue, arcanist) covered, plus room for other characters. I don't always do it that way--I also enjoy theme games where the party is all of similar classes, might have as few as 3 PCs, and in no way is a balanced party, but in a traditional campaign I highly encourage covering all your bases because it allows the group to experience and participate in more of the potential campaign content.</p><p></p><p>4 PCs is too few to feel like that traditional D&D party to me, which leaves me with 5 as the only number to work with, although I haven't entirely given up on making 6 work the way I'd like.</p><p></p><p>I do have problems with some of my players taking a more casual gaming approach than I like, and the necessity of running games online adds to that--so I'm taking further steps in the near future to try to get things moving. But in all 3 of the stand-alone adventures I plan to run in the near future, I'm limiting the party to a maximum of 5.</p><p></p><p>I'm hoping that once I've better mentally calibrated the challenge level of 5e and increased the speed of play I'll be able to up that to 6 (or even 7) characters, but that remains to be discovered.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6567613, member: 6677017"] While I think everyone enjoyed our 6 PC LMoP campaign that ended last night, and it should be counted as a "good game" by that standard, I feel that it taught me that 6 PCs is just too much for me in 5e. You have to add too many opponents to keep fights at the level of challenge that I want them to be at for the level of the party, and that many critters in a battle just makes combat way slower than I'd like. That is sad for me because my old-school sensitivities prefer a party of 6 characters with all 4 traditional D&D roles (tank, holy healer, rogue, arcanist) covered, plus room for other characters. I don't always do it that way--I also enjoy theme games where the party is all of similar classes, might have as few as 3 PCs, and in no way is a balanced party, but in a traditional campaign I highly encourage covering all your bases because it allows the group to experience and participate in more of the potential campaign content. 4 PCs is too few to feel like that traditional D&D party to me, which leaves me with 5 as the only number to work with, although I haven't entirely given up on making 6 work the way I'd like. I do have problems with some of my players taking a more casual gaming approach than I like, and the necessity of running games online adds to that--so I'm taking further steps in the near future to try to get things moving. But in all 3 of the stand-alone adventures I plan to run in the near future, I'm limiting the party to a maximum of 5. I'm hoping that once I've better mentally calibrated the challenge level of 5e and increased the speed of play I'll be able to up that to 6 (or even 7) characters, but that remains to be discovered. [/QUOTE]
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