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<blockquote data-quote="Nonlethal Force" data-source="post: 2557009" data-attributes="member: 35788"><p>This is the best piece of advice up there. If the adventure is for 10th level, then you should be 10th level for the whole "monsters chewing our heads off because our AC and HP are just slightly lower than they expect" reason. </p><p></p><p>The reasons this suggestion is good are many:</p><p></p><p>1. I have found as a DM that it is really not that hard to add a few extra monsters to compensate for a large party. It takes a wee bit of practice at the beginning to figure out how much to add, but it won't take the DM too long.</p><p></p><p>2. By adding a few more monsters, your party will actually keep pace with the expected XP gain/wealth gain. Thus, the discrepency down the road is now a non-issue, too.</p><p></p><p>3. More monsters will mean more things for each party member to do. Nothing worse for a secondary fighter (cleric, rogue, bard, etc) that to face up against two or three monsters and have nothing to do. Because in a party of 7, I am pretty sure you'll have at least two tanks - or at least two melee people. More than likely, you'll have more. and that isn't even counting any summoning that your wizards may be doing! But by increasing the number of monsters, it will help everyone feel a little useful. [This does have a downside, though. More monsters means longer drawn out combats. But with 7 players, it isn't like they aren't going to be drawn out anyway!]</p><p></p><p>4. Psychologically the game will be more enjoyable, too. If everyone is more involved, advancing on track, and in general enjoying the game - you'll feel more like playing. Trust me, nothing gets more boring than "The group of seven smites the two monsters that were called for." Even if you do start off at a lower level. But if everyone is involved because there is more to do - suddenly the "victory" is no longer a guarantee but instead it is earned!</p><p></p><p></p><p></p><p>The only real problem I can see with this solution is things like traps, which are hard to increase. Sure, you could put in more traps. But probably the best solution in this respect is to have something "double trapped." Now there are two traps on the door - one just in case the other is discovered. Bith traps target different zones of the room, so even though there are seven party members, simply hanging in the back isn't a "safe" bet anymore!</p><p></p><p>Anyway, there's my two coppers worth.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2557009, member: 35788"] This is the best piece of advice up there. If the adventure is for 10th level, then you should be 10th level for the whole "monsters chewing our heads off because our AC and HP are just slightly lower than they expect" reason. The reasons this suggestion is good are many: 1. I have found as a DM that it is really not that hard to add a few extra monsters to compensate for a large party. It takes a wee bit of practice at the beginning to figure out how much to add, but it won't take the DM too long. 2. By adding a few more monsters, your party will actually keep pace with the expected XP gain/wealth gain. Thus, the discrepency down the road is now a non-issue, too. 3. More monsters will mean more things for each party member to do. Nothing worse for a secondary fighter (cleric, rogue, bard, etc) that to face up against two or three monsters and have nothing to do. Because in a party of 7, I am pretty sure you'll have at least two tanks - or at least two melee people. More than likely, you'll have more. and that isn't even counting any summoning that your wizards may be doing! But by increasing the number of monsters, it will help everyone feel a little useful. [This does have a downside, though. More monsters means longer drawn out combats. But with 7 players, it isn't like they aren't going to be drawn out anyway!] 4. Psychologically the game will be more enjoyable, too. If everyone is more involved, advancing on track, and in general enjoying the game - you'll feel more like playing. Trust me, nothing gets more boring than "The group of seven smites the two monsters that were called for." Even if you do start off at a lower level. But if everyone is involved because there is more to do - suddenly the "victory" is no longer a guarantee but instead it is earned! The only real problem I can see with this solution is things like traps, which are hard to increase. Sure, you could put in more traps. But probably the best solution in this respect is to have something "double trapped." Now there are two traps on the door - one just in case the other is discovered. Bith traps target different zones of the room, so even though there are seven party members, simply hanging in the back isn't a "safe" bet anymore! Anyway, there's my two coppers worth. [/QUOTE]
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