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General Tabletop Discussion
*Pathfinder & Starfinder
More Players = More Monsters or Tougher Monsters?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2704654" data-attributes="member: 23094"><p>Generally, more monsters.</p><p></p><p>Tougher monsters tend to have special abilities that are counterable by higher-level spells and effects. In other words, a particularly tough ground-pounder is level-appropriate because the party (at least, some of them) will have access to flight. If the party isn't flying, he's suddenly a much tougher hombre.</p><p></p><p>The other issue you'll run into is the primary limiting factor on D&D combat is actions / round. A single strong monster has the same number of actions / round as a weak monster, meaning that single, tough monsters tend to get mobbed and overwhelmed by the larger number of PCs.</p><p></p><p>My advice, however, is that you start off with normal-sized encounters until you get a handle on how well your party performs. Then, gradually increase the numbers (and possibly the toughness in smaller amounts) until it feels right.</p><p></p><p>A great way to do this is to stat up the encounter in waves. In the first wave, it's whatever the normal encounter would have been for a normal party (four kobold warriors, for instance). Each additional wave is another set of reinforcements (one or two additional warrriors). Keep them "waiting in the wings," and bring them in gradually as your players progress. This has two benefits: first, if you've managed to completely underestimate your player's abilities, they aren't victims of a premature TPK brought about by an accidentally overwhelming enemy force; second, it lends verisimilitude, as the cries of fighting and dying enemies bring their allies to their aid. I am counting heavily on this strategy in an upcoming game I am running.</p><p></p><p>As another bit of "unasked-for advice," take a careful look at how your dungeons / encounters are structured. They are, I would imagine, either consciously or subconsciously built around the 4-person party: 10' wide corridors, 20' by 50' rooms, etc. Larger parties need more space, or else half of the party will spend the battle twiddling their thumbs, waiting for a square to open up. I speak from experience; my current group generally has on the order of 8 or so PCs.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2704654, member: 23094"] Generally, more monsters. Tougher monsters tend to have special abilities that are counterable by higher-level spells and effects. In other words, a particularly tough ground-pounder is level-appropriate because the party (at least, some of them) will have access to flight. If the party isn't flying, he's suddenly a much tougher hombre. The other issue you'll run into is the primary limiting factor on D&D combat is actions / round. A single strong monster has the same number of actions / round as a weak monster, meaning that single, tough monsters tend to get mobbed and overwhelmed by the larger number of PCs. My advice, however, is that you start off with normal-sized encounters until you get a handle on how well your party performs. Then, gradually increase the numbers (and possibly the toughness in smaller amounts) until it feels right. A great way to do this is to stat up the encounter in waves. In the first wave, it's whatever the normal encounter would have been for a normal party (four kobold warriors, for instance). Each additional wave is another set of reinforcements (one or two additional warrriors). Keep them "waiting in the wings," and bring them in gradually as your players progress. This has two benefits: first, if you've managed to completely underestimate your player's abilities, they aren't victims of a premature TPK brought about by an accidentally overwhelming enemy force; second, it lends verisimilitude, as the cries of fighting and dying enemies bring their allies to their aid. I am counting heavily on this strategy in an upcoming game I am running. As another bit of "unasked-for advice," take a careful look at how your dungeons / encounters are structured. They are, I would imagine, either consciously or subconsciously built around the 4-person party: 10' wide corridors, 20' by 50' rooms, etc. Larger parties need more space, or else half of the party will spend the battle twiddling their thumbs, waiting for a square to open up. I speak from experience; my current group generally has on the order of 8 or so PCs. [/QUOTE]
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