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General Tabletop Discussion
*Dungeons & Dragons
Upping Challenges for 7 Players
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<blockquote data-quote="Clint_L" data-source="post: 8928902" data-attributes="member: 7035894"><p>Sounds like a fun session, so that's a success. That said - I know where you are coming from, because if every Big Bad turns into a joke, the game becomes a lot less exciting in the long run.</p><p></p><p>And I know where you are coming from because I run games for large groups of teens (normal group size is 8) all the time, and have been for years. Here is what has been working for me:</p><p></p><p>1. If it's a solo Big Bad, give it lair actions and/or legendary actions, one of which allows it to move. Always. Otherwise it just gets beat down.</p><p></p><p>2. Make sure the environment gives it room to move around (this also makes the encounter more interesting for players).</p><p></p><p>3. If doing multiple foes, you have to budget a lot of extra time. New players are woefully inefficient on their turns, and the more options they have, the longer it takes.</p><p></p><p>4. Don't get bogged down making rulings and arguing with players - keep things moving. For example, how do two dire wolves hold down an adult dragon? I would just rule that out right up front.</p><p></p><p>5. Don't let them meta-game during another player's turn. It completely slows the game down and reduces player agency. There are always a few players who want to tell everyone else what they should do. Don't let them - let every player make their own choices, even if they are bad ones!</p><p></p><p>As an aside, if the dragon had a "70% chance of killing the entire party" had it won initiative...that's not great encounter design, either. Imagine if that had happened - that would have <em>sucked</em>! Maybe you are putting too many eggs in one basket?</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8928902, member: 7035894"] Sounds like a fun session, so that's a success. That said - I know where you are coming from, because if every Big Bad turns into a joke, the game becomes a lot less exciting in the long run. And I know where you are coming from because I run games for large groups of teens (normal group size is 8) all the time, and have been for years. Here is what has been working for me: 1. If it's a solo Big Bad, give it lair actions and/or legendary actions, one of which allows it to move. Always. Otherwise it just gets beat down. 2. Make sure the environment gives it room to move around (this also makes the encounter more interesting for players). 3. If doing multiple foes, you have to budget a lot of extra time. New players are woefully inefficient on their turns, and the more options they have, the longer it takes. 4. Don't get bogged down making rulings and arguing with players - keep things moving. For example, how do two dire wolves hold down an adult dragon? I would just rule that out right up front. 5. Don't let them meta-game during another player's turn. It completely slows the game down and reduces player agency. There are always a few players who want to tell everyone else what they should do. Don't let them - let every player make their own choices, even if they are bad ones! As an aside, if the dragon had a "70% chance of killing the entire party" had it won initiative...that's not great encounter design, either. Imagine if that had happened - that would have [I]sucked[/I]! Maybe you are putting too many eggs in one basket? [/QUOTE]
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