| Post/Author/DateTime | Post |
|---|---|
| lowendz11312-19-06, 01:40 AM | So I've managed to catch all the attention of my dorking buddies. I'm getting ready to run a game, which was supposed to be a nice four piece party, but it has now turned to six. How do I figure out what the CR should be for a group of six players? And does anyone have tips for handiling a large party like this? |
| Shan_TheBabau_Burke12-19-06, 01:48 AM | It's not really different than running a group of four. Just put an extra goblin or two (or whatever) in each encounter. They should get the exact same amount of experience for the fight and everyone will have a chance to shine. Just make sure to allow time for each character to do their thing outside battle too. It may take an extra hour or whatever each session, but as long as they are all given equal weight, it should be fine. You will have to choose your monsters more carefully so everyone has a chance to use special abilities. If you have a rogue, use traps more often, if you have a wizard or sorceror use magic puzzles etc. (Remember Elves can sense secret doors within five feet and dwarves can detect odd stonework give them something to do too.) Nothing really out of the ordinary as long as you include things for everyone to do, things should be alright. |
| darksyngr12-19-06, 01:50 AM | I usually throw a few practice rounds/side quests in at the players slowly inching up the CR until I find a monster or villain that proves to be a challenge. Once I find my comfort zone as a DM and am satisfingly spilling enough blood and breaking bones I start with my planned adventures. |