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General Tabletop Discussion
*Pathfinder & Starfinder
Minimum and maximum player/character counts for roleplaying games (especially D&D)
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<blockquote data-quote="Li Shenron" data-source="post: 6132693" data-attributes="member: 1465"><p>IMXP the minimum has been 1 player/PC and the maximum was 6-7.</p><p></p><p>I think too few players are bad for them, because more people at the table typically means more ideas. I wouldn't be happy if I didn't have at least 3 players at the table.</p><p></p><p>OTOH too many players is bad for everyone, each player has to wait idle for a long time, and there is always someone dominating the whole game at the expense of someone else. With 3-4 players, even with a drama queen at the table, every player typically manages to contribute significantly, but the more the harder job for the DM also.</p><p></p><p>Thus I guess my sweet spot is also something like 3-5 players, maybe 6. More than that, I'd probably not even try (neither as a player nor a DM)...</p><p></p><p>I have less problems with varying the number of PC. Sure, the less PCs the more probable to end up in a situation where they really wish they had someone for a job, but a good DM knows how to compensate for that, or at least how to avoid deadlocks like the proverbial locked door that blocks the whole adventure if you don't have a Rogue. But in theory, a good DM should be able to provide adventures for an all-Fighters group or something like that (just don't use published adventured as-is, if this is your case). All that's needed, is a combination of scaling the number of monsters, dialling the monsters' difficulty (e.g. changing HP, replacing solo monsters with weaker/tougher ones...), and keep an eye on those possible deadlock situations.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6132693, member: 1465"] IMXP the minimum has been 1 player/PC and the maximum was 6-7. I think too few players are bad for them, because more people at the table typically means more ideas. I wouldn't be happy if I didn't have at least 3 players at the table. OTOH too many players is bad for everyone, each player has to wait idle for a long time, and there is always someone dominating the whole game at the expense of someone else. With 3-4 players, even with a drama queen at the table, every player typically manages to contribute significantly, but the more the harder job for the DM also. Thus I guess my sweet spot is also something like 3-5 players, maybe 6. More than that, I'd probably not even try (neither as a player nor a DM)... I have less problems with varying the number of PC. Sure, the less PCs the more probable to end up in a situation where they really wish they had someone for a job, but a good DM knows how to compensate for that, or at least how to avoid deadlocks like the proverbial locked door that blocks the whole adventure if you don't have a Rogue. But in theory, a good DM should be able to provide adventures for an all-Fighters group or something like that (just don't use published adventured as-is, if this is your case). All that's needed, is a combination of scaling the number of monsters, dialling the monsters' difficulty (e.g. changing HP, replacing solo monsters with weaker/tougher ones...), and keep an eye on those possible deadlock situations. [/QUOTE]
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Minimum and maximum player/character counts for roleplaying games (especially D&D)
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