This will help you give out balanced encounters....
Creature Calculator
Creature Calculator
rrealm said:This will help you give out balanced encounters....
Creature Calculator
Destan said:Hi all.
I recently moved to the Leesburg, VA, area. After settling in, I decided to try my hand at recruiting a local D&D group for a new campaign entirely through the 'net. This was my first time at this, and I wasn't sure how it'd turn out.
Well, it turned out pretty ding dang dong well. I got a large and quick response. I should be happy, and I am. But...I was never good at telling folks "Sorry, we're full" - so now I have on my hands a group much larger than I originally intended. I did start to turn people away, but not until I had already accepted about 10 prospective players.
Yes, ten.
What I'm now looking for is any advice, tips, hints, or tales you might be able to offer if you've ever DMed or played in a group of 8 or more folks. I've always been a huge fan of keeping things moving, in combat and outside it, and I'm worried the sheer numbers will make that aim an impossibility.
I don't like to see players wait 10 minutes between combat turns (any more than they do). I don't want to see less outspoken players forgotten during roleplaying discussions; some of the best RPers I know were folks who, initially, were a bit too shy to talk. I'm afraid some burgeoning RPers might be smothered by the numbers before getting a chance to shine.
I don't expect too many of you have played in a group of 8 or more. I know I hadn't - until now. But, I could be wrong. I hope I'm wrong. If you have played in a large group, any tips you could give would be most appreciated. And if it didn't work out, then I'd like to know that, too.
I realize I may have to scale down the group, but I have no idea how to go about that without upsetting folks. Look for another blatantly pleading post should that come to pass.
Maybe I can kill off characters until a few players get sick enough of my DMing style to drop out, eh? Muwahaha!
Anyway, thanks in advance!
D
Destan said:As for doing a "try out" session, I just can't find it in me to do it. I know that I won't be able to tell someone, "Sorry, you're not what we're looking for." I suppose if anything got really, really bad - enough that impacted the fun others were having - I would be forced to do it. But I hope that doesn't happen. I think I've got some great players; I'm much more worried about my role than I am theirs.
Steel_Wind said:Thanks for this, but I am curious as to its behind the scenes functions.
In a group of 7 PCs composed of
3PCs - ftr2nd x2, Rngr2nd x1
2PCs - Bard2nd/Rgn1st and Rogue3rd
2PCs- Wizard 4th x2
This is a party with demonstrated power to kick butt even at lower levels.
Throw 8 std CR1 Hobgobbies at em - this should be a fast and furious fight with a lot of dead hobgobbies real fast.
But your encounter chart says "Very Hard" pull out all the stops.
Something's wrong. Is it my understanding of the chart, your chart, or some underlying assumption of a party of 4 in the CR rating for a hobgobbie, or what?