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More the merrier? I don't think so.
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<blockquote data-quote="Melan" data-source="post: 3285707" data-attributes="member: 1713"><p>Two things here. The first is party size in individual adventures, where 3e stresses 4 members and balances the game for that number, versus 1e and BXCM D&D, where 6-8 was the norm. It is probably held up as an example of the 1e/BXCM rules-as-actually-used-by-most-people* being light enough not to slow down play with that many PCs operating together. Same like it is possible to run a combat with more foes in older editions because they have fewer abilities to worry about.</p><p></p><p>The second, brought up solely WRT Original D&D, and usually by diaglo or T. Foster, is <em>campaign</em> size where there are multiple parties operating in a single campaign, but rarely simultaneously. That's another play model entirely, and probably divorced enough from the current style that no meaningful comparison can be made.</p><p></p><p><em>Personally</em>, I have found that six PC groups work much better in dungeons and other action-oriented adventures than smaller ones. They can accomplish more, and are far less vulnerable to the loss of one member.</p><p></p><p>In any case, does this issue (esp. the "I have 10+ players!" variety) really crop up that often? I don't think so.</p><p>________________________</p><p>*No, most people didn't really use the full ruleset with all the bells and whistles.</p></blockquote><p></p>
[QUOTE="Melan, post: 3285707, member: 1713"] Two things here. The first is party size in individual adventures, where 3e stresses 4 members and balances the game for that number, versus 1e and BXCM D&D, where 6-8 was the norm. It is probably held up as an example of the 1e/BXCM rules-as-actually-used-by-most-people* being light enough not to slow down play with that many PCs operating together. Same like it is possible to run a combat with more foes in older editions because they have fewer abilities to worry about. The second, brought up solely WRT Original D&D, and usually by diaglo or T. Foster, is [i]campaign[/i] size where there are multiple parties operating in a single campaign, but rarely simultaneously. That's another play model entirely, and probably divorced enough from the current style that no meaningful comparison can be made. [i]Personally[/i], I have found that six PC groups work much better in dungeons and other action-oriented adventures than smaller ones. They can accomplish more, and are far less vulnerable to the loss of one member. In any case, does this issue (esp. the "I have 10+ players!" variety) really crop up that often? I don't think so. ________________________ *No, most people didn't really use the full ruleset with all the bells and whistles. [/QUOTE]
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