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Dealing
With Large Parties
Part
1: Challenging Encounters
About
a year ago, I wrote a "Dungeoncraft"
article for Dragon
Magazine regarding handling large encounters,
both from the point of view of large groups
of NPCs and large groups of PCs. Now, as I find
myself running a weekly game with seven players,
I find that there are still more "tricks"
to handling large groups than I had even mentioned
back then. Further, there's a real difference
between a large encounter and a campaign with
a lot of players.
Challenges
for Large Parties
The Challenge Rating system is based around
the idea of having four PCs go up against the
challenge. What's more, they are four typical
PCs. Truthfully, it's based around having Jozan,
Lidda, Tordek and Mialee -- four of the D&D
iconic characters -- go up against the challenge.
But that's not everyone's group, and we knew
that (obviously) when we created the system.
The idea is not to make everyone play with four
characters just like those very typical PCs,
but to create a baseline. That is to say, if
this was a challenge for those four, it'll be
slightly too easy for my group, because my group
is tougher and/or larger. Alternatively, you
might say, my group has only three 3rd-level
characters, so this CR 3 encounter might be
a little tough for them, but since they're so
well equipped, they can handle it. Or whatever.
The point is, it's a level baseline upon which
you can judge challenges. If your four 4th-level
PCs get beaten by a CR 4 monster, it doesn't
mean that the Challenge Rating system is broken.
It could mean that the monster's Challenge Rating
was off. It could mean that circumstances made
the encounter tougher. It could mean that the
players rolled badly or made a silly error in
strategy, or any of a number of things. So,
"CR 4" does not automatically mean
it's an appropriate encounter for your 4th level
PCs.
But
I digress. In my specific campaign right now,
the PCs are both tougher than normal and
the group is almost twice the size of the typical
four-character party. So how do I know what
kind of encounters to use in the game? I test
them. First, I start simple. At 1st level, I
throw a CR 1 encounter at them. Do they defeat
it handily? I'm sure they do. So I raise the
stakes. Can they handle a CR 2 encounter? Yes.
And so on. This is an inexact science, but it
is sort of a science. Realize, for example,
that an encounter that comes after a series
of other encounters is by its very nature tougher.
Doing the video game thing and putting the "big
boss monster" at the end might be climactic,
but it's also potentially going to be deadly.
(Sometimes, a good way to handle this is to
have the lead-up encounters to a really hard
one be particularly easy. Another way is to
offer the characters a chance to rest and recuperate
right before the big encounter.)
In
the tests of my own large group, I've found
that I can easily throw CR 3 and CR 4 monsters
at my 2nd-level party without problem. Last
week, I used a 3rd-level bugbear cleric (CR
5), two more bugbears (CR 2 each), and a krenshar
(CR 1) for a total of EL 6. It was a bit tougher
of an encounter than I had thought, but that's
all part of the process. That bugbear cleric
was, in retrospect, too powerful for them --
although they pulled it off and survived. I
can't safely go with monsters of a higher Challenge
Rating than probably about CR 4. The special
abilities (with their fairly high save Difficulty
Classes) are too much for them. But lots of
low Challenge Rating opponents aren't the perfect
answer either. I threw a ridiculous number of
1st-level warriors at them a few sessions ago
and it wasn't particularly challenging -- although
it was interesting for the novelty of it. (As
an aside, what it did was to make the low-level
casters feel slightly less useful. Their contributions
were minimal unless they had purely damage-inflicting
spells. Why daze or distract a
foe that can be hacked down by a fighter with
ease?)
Beef
Up the Hit Points
One solution I've come up with is to inflate
the hit points of the foes they face. The thing
about a large group in D&D is that the sheer
weight of numbers is overwhelming. A foe with
some interesting abilities to use against the
PCs may never get the chance after all seven
of them take their turn whacking on him. With
fewer players, the foe might be around for 2
or 3 rounds, making it an interesting encounter.
With a large group, the foe will be lucky to
get one action in. Thus, more hit points just
makes the encounter about the same as it would
be with fewer players.
There
is, however, a drawback. Facing foes with more
hit points rewards two types of characters:
those who can do things to befuddle NPCs (such
as a spellcaster who keeps using daze
against the powerful foe or a monk who keeps
stunning him) and those who can dish out a ton
of damage. See, normally the game is self-correcting
at low levels. Even if you min-max your character
so that he can deal 10 to 12 points of damage
a round, it doesn't matter, because the foes
you face only have 4 to 8 hit points. Your extra
damage is wasted, and the guy dealing 4 to 8
points of damage a round is accomplishing just
as much as you. If the foe suddenly has 20 hit
points, now the damage machine is "in the
zone," so to speak.
Variety
Works Best
High Armor Classes, particularly at low levels,
can accomplish the same thing, but potentially
can skew things even further in the favor of
spellcasters (the high-Armor Class foe might
not also have good saves), as well as those
with huge attack bonuses.
The
best way, I think, to present a good encounter
for a large group is to stage a varied encounter.
Have a few foes with lots of hit points, a spellcaster
or creature with some weird abilities, and a
few miscellaneous "little guys." This
gives everyone in the group something to do.
But don't make the "little guys" just
cannon fodder. If the rogue in your group takes
out the goblin running to pull the lever which
will cause the room to cave in, he's accomplished
just as much as or more than the fighters who
are trading blows with the ogre at the same
time. Make every action the PCs do important.
Next
Time: Part 2: Handling All Those Players
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