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Running a group with 7 players?
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<blockquote data-quote="satori01" data-source="post: 1476012" data-attributes="member: 7859"><p>I am DMing a group of Nine players, it has been an intresting experience, in a positive way. </p><ul> <li data-xf-list-type="ul">With new players know your stuff. Have them describe what they want to do, and you translate back into D&D terms, like charge, AOO so on and so forth. With a lot of new players in my group I have to be a lot more enganging and proactive as a DM, which overall has improved my style.</li> <li data-xf-list-type="ul">Encourage your players to work out how their characters know each other. Even if this means at the begining of a season just assigning 30 minutes to this,(with snacks), you might even consider leaving the room. I have seen intresting alliances form from this and people get a sense of how other characters relate to them. Cliques withing the group can also be helpful, as instead of 7 players wanting to split up and do their own thing, 2 cliques will have their own agenda.</li> <li data-xf-list-type="ul">I would reccomend starting all characters at the average party level, not at first. Overlarge parties are hard plan encounters for at first level. While a seven person party is double the power, a CR 2 or CR 3 monster often hit with more damage than a 1st level character can take. From personal experience when characters hit 2nd and 3rd level, the formula seems more solid.</li> <li data-xf-list-type="ul">Create multi layered encounters. With a large group not every one has to be fighting the monster(s). While some are keeping the monsters busy, others can be picking locks, climbing ledges to reach archer characters, helping companions out of traps and pits, so on and so forth. I tend now to run less combats, but deeper and better designed combats with environmental challaneges. This lets all various character types to shine, and is fun to design, it also forces party cooperation and coordination.</li> <li data-xf-list-type="ul">Healing is a concern for larger groups. Roughly a cleric can heal for about 3-4 people, so a single cleric wont get it done for a larger group. Be prepared to put in a lot more healing potions/wands into treasure to account for the larger number of players. Overall I have doubled the amount of potions and scrolls I give in treasure,(in effect I have cut scrolls and potion costs in half), and reduced other magic treasure in half. This also has the side benefit of not having player squabbles over magic items, as everyone will have a couple of potions.</li> </ul></blockquote><p></p>
[QUOTE="satori01, post: 1476012, member: 7859"] I am DMing a group of Nine players, it has been an intresting experience, in a positive way. [list] [*]With new players know your stuff. Have them describe what they want to do, and you translate back into D&D terms, like charge, AOO so on and so forth. With a lot of new players in my group I have to be a lot more enganging and proactive as a DM, which overall has improved my style. [*]Encourage your players to work out how their characters know each other. Even if this means at the begining of a season just assigning 30 minutes to this,(with snacks), you might even consider leaving the room. I have seen intresting alliances form from this and people get a sense of how other characters relate to them. Cliques withing the group can also be helpful, as instead of 7 players wanting to split up and do their own thing, 2 cliques will have their own agenda. [*]I would reccomend starting all characters at the average party level, not at first. Overlarge parties are hard plan encounters for at first level. While a seven person party is double the power, a CR 2 or CR 3 monster often hit with more damage than a 1st level character can take. From personal experience when characters hit 2nd and 3rd level, the formula seems more solid. [*]Create multi layered encounters. With a large group not every one has to be fighting the monster(s). While some are keeping the monsters busy, others can be picking locks, climbing ledges to reach archer characters, helping companions out of traps and pits, so on and so forth. I tend now to run less combats, but deeper and better designed combats with environmental challaneges. This lets all various character types to shine, and is fun to design, it also forces party cooperation and coordination. [*]Healing is a concern for larger groups. Roughly a cleric can heal for about 3-4 people, so a single cleric wont get it done for a larger group. Be prepared to put in a lot more healing potions/wands into treasure to account for the larger number of players. Overall I have doubled the amount of potions and scrolls I give in treasure,(in effect I have cut scrolls and potion costs in half), and reduced other magic treasure in half. This also has the side benefit of not having player squabbles over magic items, as everyone will have a couple of potions. [/list] [/QUOTE]
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