Three's a Crowd

Before my game inflated to six players and a sporadic guest appearance by a seventh, it began as a three-player game (with a mostly-optimal two-trident elf ranger, a very-suboptimal human inspiring warlord, and a generally-optimal human shielding swordmage). I began by building encounters for three PCs, but that limited possible enemy synergies too much to provide a satisfactory challenge to the PCs. The budget system doesn't per se break down below a four-PC budget, but it becomes far less reliable as a gauge of challenge.

I ultimately defaulted to building as if there were four PCs, and not counting minions in the budget (but still awarding XP for them). These were pre-MM2 minions, and so were little more than challenging terrain features. To compensate for the outsize challenge, I adjudicated effects far more loosely with an eye to the cinematic. Jam two tridents into someone's ribs, and tear him in two with a fey scream? All right, any minions next to him faint, or flee, or otherwise exit the theater of battle. When they first bloodied an enemy, that enemy would typically suffer some form of lasting setback, like having an arm hacked off, dropping a weapon, acquiring a limp (and an attendant -1 to speed), etc. I also allowed (and still allow, though in a more limited fashion) an Awesome Bonus, wherein a player describing the attack entertainingly can grab +1, +2, or +3 (yielding +1 only now, with an allowance for true excellence granting +2) to the attack roll, depending how novel and entertaining the particular description is.

I also started using interesting terrain more and more. Every session, look at the character sheets, and pick two characters who can shine in the terrain, and one who can be particularly hindered. We had a melee-heavy party, with one elf with high Athletics and one character in heavy armor; difficult terrain or large chasms (for instance) helped the elf ranger shine, and the chainmail-wearing warlord to be hindered. The swordmage had armor that granted him resist 5 fire, so I would frequently scatter campfires or flammable items (including a memorable fight in a dry cornfield) around the encounter area--usually fires that would deal 5 damage for entering or for starting a turn within them. On the other hand, the warlord's numerous ways to grant allies additional movement and the swordmage's several ways to rearrange enemy positions made narrow corridors a great way to let them shine.

The "two feature, one falters" system works well for crafting the particulars of an encounter's enemy spread, as well, either on a whole-encounter level, or on a per-enemy level; that is, you can either build the entire fracas so that two characters will be especially effective vs. their opponents, or select each (or the majority) of the foes such that each enemy is "weak" to two characters' strengths, and "strong" against one character's weaknesses. The former is easier, but I found the latter created more exciting encounters for the players. Fire-using enemies, high-damage/low-mobility enemies, and enemies (Get a thesaurus, Squizzle.) with low to-hit bonuses but terrible on-hit riders made the swordmage stand out as a hero, able to keep his peers safe or to lock down and then prance away from a particular heavy-hitter. He also was especially effective against minions. The elf ranger (especially once he got a Cloak of Distortion) was the most effective in the party against ranged opponents, and also was excellent against slow-moving enemies (since he had a variety of ways to increase his own movement), and could escape grabs easily with his high Strength and Dexterity, plus trained Athletics and Acrobatics.

I'd caution against using a 2/1 spread for social or skill-based encounters, meanwhile. In a combat, everyone can deal some damage, or at least absorb it, and thereby feel like they contributed to the victory; if someone has no strength to leverage in a skill- or roleplay-based event, that person is sidelined, and doesn't get to have much fun. I made a spreadsheet with every party member's skill bonuses, highlighting ones in which they had the party's best score or lowest score (and a few other details, mostly useful to me personally). In any skill-based encounter, make sure every party member has a skill they can use that is at least above the party's average score in that skill--preferrably, one that they have the party's highest score in.

If you add more members to the party, be ready to retract, incrementally, the party-friendly bonuses you gave (like reeling in any Awesome Bonus you might implement). Do not, however, stop building encounters that spotlight various members of the party--just don't build ones that spotlight every member of the party (positively or negatively) if that's going to be difficult. Everyone should get roughly equal time to shine and to be hindered, but not everyone needs to be one or the other in every encounter. In a four-person party, aim for two excelling characters, one characcter of normal effectiveness, and one character hindered, for instance; for seven characters, try 2/3/2 or 3/2/2, or even 2/4/1. It's of course not going to kill the game if you have a few encounters that favor everyone, or hinder everyone, or otherwise alter that spread--in fact, it's good to mix such encounters in, to keep things varied--but you want to keep a rule of thumb like this (or whatever you finds works for your group) in mind, so that you're consciously creating a baseline. Make sure to rotate the "spotlight" appropriately, so that no one is shining every encounter or feeling screwed over constantly.

It might seem like a lot to think about when expressed as a wall of text, but if you just keep it in mind as a guiding principle when building encounters, I think you'll find thtat your encounters get better and better in terms of player enjoyment and your own fun, and that you'll eventually settle into your own personal encounter-building groove wherein tailoring the game to your party comes as a second nature.
 

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Our third party, for one-offs, plays with 3 characters, as there are 4 of us who have time for extra days here and there, and one of us has to DM.

This means a third of the time we don't have the warlord, as he's DMing, and we have a paladin. We've got over this with a rod which as a standard action allows someone to spend a healing surge, has 7 charges and recharges one charge per day. This works ok, although the fact that it's standard actions, in a party of 3, means once we start having to use it things get bad quite fast, as we're losing actions.

Things workd fine for us. Big groups of monsters can be tough. The only thing is that we sometimes don't cover all the roles, so might have no ability to get rid of traps, or interpret runes, etc. Up to the DM to adjust.
 

I have a party with 3 players, missing a striker. I just run a striker as an NPC (I mean, really an NPC - he's allied with them so he fights on their side in combat, but often has his own agenda and throws monkeywrenches into their plans). Since he's built as an NPC rather than a PC he's easier to keep track of in combat and slightly less powerful, so despite being the striker he doesn't steal the spotlight too much. And every once in a while I swap out strikers as part of the storyline (I've gone through a Barbarian and a Rogue so far, probably going to replace the Rogue with a Warlock soon), which emphasizes that this is a secondary character and not just the DM having his own char in the party. (And also is fun since it means switching up tactics every time a new striker comes in.)
 

I DM for three of my friends and the current make up is Cleric, Fighter, Druid. I've noticed that substituting in minions has helped but without a striker the bonuses that monsters get and the amount of damage they do can outclass a small group if the monster is higher level.
 

The XP rules definitely scale just fine for a 3 person party - I think the key becomes, instead, to make sure you have encounters that are specifically suitable for the party itself. For example, if the party is all melee, avoid an encounter with controllers that spam mass immobilization upon them, and other similarly frustrating fights.

If the party is well balanced, even with only 3 characters, then just scaling the XP appropriately should be fine - it isn't until you get down to 1 or 2 characters that you really need to start considering other modifications to keep things reasonable.
 

Me and my two roommates are playing through Scales of War with only three players. What I did was figure out how much xp an average fight for 5 level 1s would be(500xp), then figure out what level characters I needed if I wanted 500xp to be a balanced fight for 3 players. I think we went with 1/2 way through level 3.

So far, the fights have been decently challenging, our increased levels offset by our decreased actions per round. The fight in Umbraforge at the Shadowfell gate was pretty much unkillable for us however. Status effects have WAY more effect on 3 players than on 5.

For example, weakening one player in three cuts the party's damage by about 1/6th vs 1/10th for a party of five...
 

Iron Sky, I and my group are playing through the same AP, I started them at level 2 as well and they did ok so far. They took down the ogre in just under 2 rounds through focused fire and a crit from the rogue with the viscious dagger... 52 damage...*ouch*
 

Good luck when you get to the third adventure. The fight at the second portal will kick the crap out of most parties I can think of. Luckily they had some "handwave this fight" rules that I used, otherwise the party would have been boned. We even had some radiant damage (Avenger and Cleric), without it we'd have been boned even faster...

The last fight of the second adventure is awesome. Probably one of the best fights I've had in 4e actually.
 

I ran a group of three PCs for a short time before we picked up a fourth player. I would say a Leader is almost required, just for the mid-encounter healing. Otherwise spread the Potions of Healing thick, because a Second Wind generally isn't enough to last a whole fight.

Iron Sky is right that you have to watch the status effects... Dazed or Stunned effects are pretty brutal. On that note, you have to be careful if somebody goes down to negatives because there are fewer allies to save him or finish off the remaining enemies... although my trio didn't have too much trouble, I can see a knockdown going to a TPK pretty quickly.

I took a good look at the rules, and tried to target encounters to the three-person XP budget, but then opted to start out slow (setting them up against Easy encounters) and work my way up harder and harder so that I could see at what point they were having a good challenging fight. You don't want to accidentally wipe a 3-person party in their first game because the DMG said it was a fair fight... at least, I don't.
 

My group often only has 3 players at any give time. Most recently we finished a game where we only had 3 players from 9th to 12th level. A dragon sorcerer, greatweapon fighter and a rageblood barbarian. There were some tough encounter (even a couple level +4 encounters) but no character deaths. Most fights no one went below 0.

Both the fighter and the sorcerer took the initial multiclass feat for walord, but nobody filled the leader role.
As long as you have experienced players using the encounter reommendations in the DMG works (scale back the final XP of an encoutner by 40% of what a 5 man party would fight).
 

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