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General Tabletop Discussion
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Upping Challenges for 7 Players
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<blockquote data-quote="billd91" data-source="post: 8929020" data-attributes="member: 3400"><p>I've got a potentially large number of players in my Thursday night game too (up to 11 if everybody is available - I usually have 6-8 due to conflicts). The things I do:</p><p></p><p>1) I increase hit points - sometimes a lot, without generally increasing anything else like AC or damage it can inflict. I don't want to skew the impact of the creature in ways that can grossly raise their offensive CR - I just want it to last longer for a fight that gives more PCs more interesting things to do and accomplish. If they don't have proficient saves (and a lot of monsters in the Monster Manual don't), I define them so that their saves aren't quite as terrible.</p><p></p><p>2) For significant encounters, particularly with big bads, I use legendary actions. Even for relatively low CR stuff. This is about tweaking the action economy so that the BBEG doesn't get cacked before he even gets an action due to poor initiative rolling on my part. I don't know of any rule preventing a legendary action from being performed before the monster itself gets its first initiative action. And if there was one, I'd ignore it.</p><p></p><p>3) For things in its home territory, I would use lair actions (they go on initiative 20 so a poor initiative roll doesn't feel so bad).</p><p></p><p>4) I add minions - generally at a lower CR than the BBEG or solo - to try to separate the group's focus. Yes, this will increase the time it takes to play out an encounter, but that's a reasonably price to pay if I'm successful at keeping everyone busy with something to do.</p></blockquote><p></p>
[QUOTE="billd91, post: 8929020, member: 3400"] I've got a potentially large number of players in my Thursday night game too (up to 11 if everybody is available - I usually have 6-8 due to conflicts). The things I do: 1) I increase hit points - sometimes a lot, without generally increasing anything else like AC or damage it can inflict. I don't want to skew the impact of the creature in ways that can grossly raise their offensive CR - I just want it to last longer for a fight that gives more PCs more interesting things to do and accomplish. If they don't have proficient saves (and a lot of monsters in the Monster Manual don't), I define them so that their saves aren't quite as terrible. 2) For significant encounters, particularly with big bads, I use legendary actions. Even for relatively low CR stuff. This is about tweaking the action economy so that the BBEG doesn't get cacked before he even gets an action due to poor initiative rolling on my part. I don't know of any rule preventing a legendary action from being performed before the monster itself gets its first initiative action. And if there was one, I'd ignore it. 3) For things in its home territory, I would use lair actions (they go on initiative 20 so a poor initiative roll doesn't feel so bad). 4) I add minions - generally at a lower CR than the BBEG or solo - to try to separate the group's focus. Yes, this will increase the time it takes to play out an encounter, but that's a reasonably price to pay if I'm successful at keeping everyone busy with something to do. [/QUOTE]
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