Six player adjust?


Hell's Rebels

Scarab Sages

So I've got myself a six player Hell's rebels group, and I was wondering how to adjust it for the two additional players.

1) Challenge ratings of fights
2) money
3) as they now have enough players to cover all their bases, it seems to me that I should up the difficulty of the rebellion checks.

Any thoughts?

Silver Crusade Contributor

1) Add more enemies to fights. In the case of big bosses, add lieutenants (ideally with some setup) to diversify the fight and break a little focus from the big boss. If it's just more goons in those fights, players tend to ignore them and focus on the big boss.

2) Increase rewards by about 50% to keep players balanced with existing power levels. Each PC should be at about the same place as an individual PC in a 4-player group.

3) Don't know yet. Someone with more experience with Hell's Rebels will have to field this one.

Silver Crusade

I have let all the officer roles be filled from the beginning, and I don't think this has been game-breaking. They did gain supporters rapidly, but this was more due to a loyalty focus and some die rolls in their favor than the level 2 NPC in the recruiter slot.

Grand Lodge Contributor

I've just started running the AP for 7 players but due to difficulties getting everyone together at the same time, the average session will probably have 5-6 players.

So far we've only had battles with groups of low-level opponents which are easy enough to scale up by increasing numbers or CR to match the number of characters present. Similarly, I'm increasing the wealth ad hoc as things go along.

We haven't started on the rebellion rules yet, but I don't foresee it being a problem. Even if the extra characters give the rebellion a little boost, there are blocks in place in the rules to prevent things getting carried away, so they can't surpass the upper level of what is expected.


This blog has excellent points for building encounters to fit 6 players or to modify existing encounters to fit more than 4 players.

I'm running HR with 6 players myself, and until level 2 or so I'm leaving it as-is since none of them are particularly amazing in combat this early on (all of them are 3/4s BAB except one, who's 1/2 - but they're all casters).

I've added a ton of fun stuff later on though - if yer interested on what changes I've made for 6 players let me know and I'll message you them.

As far as loot goes, I'm keeping everything roughly the same - mainly because I'm using the Automatic Bonus PRogression rules in this campaign and thus require less loot than before. With 6 players and me removing the +1 stuff, it evens out.


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The biggest problem you'll have is with Boss fights, because of action economy. They'll get 6 turns to your 1, so either

a) Beef the bosses up with some LTs or other henchmen, or;
b) Steal a trick from 5E and give the bosses some extra actions so that they can do more than just heal or hit during a turn. (I tend to give 'Boss' characters 2 actions a round just to balance things out a bit more, without having to always add in backup mooks. It's always worked pretty well in practice).

For the normal stuff, just add the odd extra monster, or scale hit points up a touch and maybe add a few points of damage. I'd always recommend tweaking encounters by feel anyway, 2 groups of the same size can have very different power levels depending on class, gear and mostly the players involved.


I am building a 6 player conversion. I only started this week so I have no ETA on when it will be complete. Once it is done, I will post it here.

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