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What's the largest number of PCs you've had in a session?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8020914" data-attributes="member: 30438"><p>I think the largest group I ran for was about 11 people, and that was just untenable. The game just starts to break down exponentially after six PCs. Seven is doable, but even then there are still cracks starting to show. When a player has to wait 20-30 minutes for their turn to come back around in combat, maintaining excitement is incredibly difficult.</p><p></p><p>Still, the tricks I learned for dealing with large tables:</p><ul> <li data-xf-list-type="ul">Players have to know what they're going to do on their turn, and be ready for it. Sitting there while someone just stares off into space when they have the past 20 minutes to decide on something kills momentum. It feels bad to do this, but if people can't tell you what they want to do right when their turn comes up (them asking questions is fine), it may be that you have to tell them that they take the Dodge action and forfeit their turn.</li> <li data-xf-list-type="ul">Maintain some sort of initiative outside of combat. For example, describe the scene, then go around the table (virtual or otherwise) asking each PC what they're doing.</li> <li data-xf-list-type="ul">Designating a caller isn't a bad idea when it comes to making group decisions. Asking for a show of hands can also work. Just letting people debate forever will, well, take forever.</li> <li data-xf-list-type="ul">Most important combat encounters will need to have either increased numbers and/or increased HP. Larger parties really do punch above their weight and otherwise a fight may be over before everyone even gets a chance to act. The one equalizer are monsters with AOE attacks. </li> </ul></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8020914, member: 30438"] I think the largest group I ran for was about 11 people, and that was just untenable. The game just starts to break down exponentially after six PCs. Seven is doable, but even then there are still cracks starting to show. When a player has to wait 20-30 minutes for their turn to come back around in combat, maintaining excitement is incredibly difficult. Still, the tricks I learned for dealing with large tables: [LIST] [*]Players have to know what they're going to do on their turn, and be ready for it. Sitting there while someone just stares off into space when they have the past 20 minutes to decide on something kills momentum. It feels bad to do this, but if people can't tell you what they want to do right when their turn comes up (them asking questions is fine), it may be that you have to tell them that they take the Dodge action and forfeit their turn. [*]Maintain some sort of initiative outside of combat. For example, describe the scene, then go around the table (virtual or otherwise) asking each PC what they're doing. [*]Designating a caller isn't a bad idea when it comes to making group decisions. Asking for a show of hands can also work. Just letting people debate forever will, well, take forever. [*]Most important combat encounters will need to have either increased numbers and/or increased HP. Larger parties really do punch above their weight and otherwise a fight may be over before everyone even gets a chance to act. The one equalizer are monsters with AOE attacks. [/LIST] [/QUOTE]
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