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General Tabletop Discussion
*TTRPGs General
Ten players. One DM.
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<blockquote data-quote="Eloi" data-source="post: 2667432" data-attributes="member: 27826"><p>A few things that haven't been mentioned: it's ok to have more than one player play a critical class in a large group (Two Fighters are just dandy, as are two Clerics). Support classes like Bard and Marshal add a lot more synergistic power when the party is large. If your 10 players looks something like the following, things look good (Front rank/mid /rear rank):</p><p></p><p>Fighter Paladin Thief / Wizard Bard Artificer Marshal / Druid Cleric Cleric, Druid's Companion in the rear against ambushes, or swinging wide to flank around the front if out in the open.</p><p></p><p>If the group needs an NPC information source, wandering Monks and Sorcerers are fine sources of knowledge (if a PC is already playing the Bard, that is).</p><p></p><p>Two Clerics and a Druid can lay down superb missile fire, if unmolested. A wand of Cat's Grace will go a long way. If all three of the casters in the rear are moving and fighting as a unit, things will go well - see if they like the idea of rolling a mini group initiative.</p><p></p><p>A Thief in a group like this should be in hog heaven - if she can't find somewhere to flank, she's not trying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Let the players discuss what the group might need for balance before they set off - if you end up with 2 Fighters, 2 Rangers, 4 Thieves, a Monk, and a Druid, you know better what you might need in the way of an NPC.</p><p></p><p>A party leader who collects initiative results from the party and reads them off a card to the DM is a good idea - breaking the big group into functional subgroups works too, but there needs to be one intelligence keeping the purpose of the party's efforts in mind. </p><p></p><p>I hope people arrive early. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Good luck!</p></blockquote><p></p>
[QUOTE="Eloi, post: 2667432, member: 27826"] A few things that haven't been mentioned: it's ok to have more than one player play a critical class in a large group (Two Fighters are just dandy, as are two Clerics). Support classes like Bard and Marshal add a lot more synergistic power when the party is large. If your 10 players looks something like the following, things look good (Front rank/mid /rear rank): Fighter Paladin Thief / Wizard Bard Artificer Marshal / Druid Cleric Cleric, Druid's Companion in the rear against ambushes, or swinging wide to flank around the front if out in the open. If the group needs an NPC information source, wandering Monks and Sorcerers are fine sources of knowledge (if a PC is already playing the Bard, that is). Two Clerics and a Druid can lay down superb missile fire, if unmolested. A wand of Cat's Grace will go a long way. If all three of the casters in the rear are moving and fighting as a unit, things will go well - see if they like the idea of rolling a mini group initiative. A Thief in a group like this should be in hog heaven - if she can't find somewhere to flank, she's not trying. :) Let the players discuss what the group might need for balance before they set off - if you end up with 2 Fighters, 2 Rangers, 4 Thieves, a Monk, and a Druid, you know better what you might need in the way of an NPC. A party leader who collects initiative results from the party and reads them off a card to the DM is a good idea - breaking the big group into functional subgroups works too, but there needs to be one intelligence keeping the purpose of the party's efforts in mind. I hope people arrive early. :) Good luck! [/QUOTE]
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