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Need Guidance on running a large group
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<blockquote data-quote="goblynknight" data-source="post: 5406242" data-attributes="member: 96477"><p>I run a weekly group of 7 that has been as high as 9 in the same time limit that you have. I can not stress enough how much everyone must have their stuff together. (power cards, printed out sheets whatever folks need. Players who really know the ins and outs sitting with folks who don't, etc) As for Combats (and this is a thing I have found to be true others may disagree, with that many voices planning and social interaction encounters can be chaos, have to be large and minions are your friend as are brutes, nothing focuses attention (the hardest thing to maintain with so many potential distractions around the table) like monsters that do big damage. Depending on how your doing initiative I have found that calling out the next pc to act is a great way to get people really thinking about their action's ( with thanks to whoever first suggested this on some forum, somewhere <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Also a couple of table rules that have helped.</p><p></p><p>1. Bursts, blasts, area attacks have folks roll the damage first tell the dm and then roll attacks, that way you can just go along your list and take off the Hp as you go.</p><p></p><p>2. Multiple attacks roll 2 at a time (this was after a character in my game had a close burst 8 power hitting 15 enemies in one combat.)</p><p></p><p>3. Big battlefields, dungeon crawls with a huge group is.. a pain. Terrain is your friend to make up for fights in ball room's and stadium sized chambers.</p><p></p><p>Hope that helps.</p><p></p><p>edited to add: Also with regards to the hunter, treat rapid shot as a burst 1 power for purposes of dealing damage, one damage roll multiple attack rolls. The rules somewhere may already cover this but it was real drag recently.</p></blockquote><p></p>
[QUOTE="goblynknight, post: 5406242, member: 96477"] I run a weekly group of 7 that has been as high as 9 in the same time limit that you have. I can not stress enough how much everyone must have their stuff together. (power cards, printed out sheets whatever folks need. Players who really know the ins and outs sitting with folks who don't, etc) As for Combats (and this is a thing I have found to be true others may disagree, with that many voices planning and social interaction encounters can be chaos, have to be large and minions are your friend as are brutes, nothing focuses attention (the hardest thing to maintain with so many potential distractions around the table) like monsters that do big damage. Depending on how your doing initiative I have found that calling out the next pc to act is a great way to get people really thinking about their action's ( with thanks to whoever first suggested this on some forum, somewhere ;) Also a couple of table rules that have helped. 1. Bursts, blasts, area attacks have folks roll the damage first tell the dm and then roll attacks, that way you can just go along your list and take off the Hp as you go. 2. Multiple attacks roll 2 at a time (this was after a character in my game had a close burst 8 power hitting 15 enemies in one combat.) 3. Big battlefields, dungeon crawls with a huge group is.. a pain. Terrain is your friend to make up for fights in ball room's and stadium sized chambers. Hope that helps. edited to add: Also with regards to the hunter, treat rapid shot as a burst 1 power for purposes of dealing damage, one damage roll multiple attack rolls. The rules somewhere may already cover this but it was real drag recently. [/QUOTE]
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