More than four players for Rise of the Runelords


Advice


I'm going to be GMing the Rise of the Runelords adventure path, but rather than having 4 players, there might be 5. Originally I was going to have people make their characters using 20pts, or 15pts if we have 5 players. But then I read something that made it look like the adventure was based on the characters being 15pts. So I'm wondering if I should lower the points a little bit if we have 5 players. Thoughts?

Edit: In case it matters it's the Anniversary Edition, so single hard back book with everything retuned for Pathfinder.


Five? P and shaw. We had a party of nine by the end. You'll be fine.


I did 20 point buy with 6 players and it's been working fine. Around chapter 2 I ended up maxing the enemy hit points because they were dying too fast, but my group was down to 5 for the most recent chapter and I didn't need to make any adjustments.


DigitalWino wrote:
But then I read something that made it look like the adventure was based on the characters being 15pts.

I've never heard about that. I think you'll be fine with a 20pt-buy. The average point buy cost of 4d6, drop lowest (the standard way to roll for ability scores) is certainly higher than 15 points.

Setting the points budget to lower than 15 seriously cripples a lot of classes. Even 15 is rough for, say, a Monk. So, 20 is definitely fine, even with five players.


Increase the CR for all encounters by one for each player above 4.


Knowing your players (and their PCs) is way more important than the exact CR on paper. If you're playing with a group of five newbies who don't really know the rules yet and have little experience, then you may need to actually decrease the difficulty, even with a group of five, because they don't know what they're doing.

On the other hand, if you're playing with a bunch of grognards who've been rolling up characters since the Dawn of Time™ and know the rules inside and out, then you may have to increase the difficulty considerably.


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5 players is my adventure path wheel house. My players are fairly tactical, but I wouldn't describe them as top tier optimizers. Here is how I roll below.

    Pan's Pro tips:
    1. 20pt buy
    2. Max all HP of enemies.
    3. Ditch XP and use the advancement track. Once players reach about 5th-6th level, keep them a level behind the advancement track.

Cheers.


I am running a party of six who have just reached the Pinnacle of Avarice, and the encounters as written would be a cakewalk. APs are pitched at four person parties and (IMO) dramatically underestimate what high level PCs are capable of.

Various options are available. a) carefully rebuild all the fights (hard), b) add the advanced template to everything (moderate), c) give everyone 50% more HP (easy), d) increase the number of mooks (easy but has other problems) and/or e) use ad hoc level advancement and just hold the PCs a couple levels behind the AP's assumption (super easy).

I'd avoid restricting the point buy, if your players are used to 15 it would take a little off the power level, but if they're used to 20 I'd go ahead and let them have what they're used to.

Sovereign Court

In my experience, 4-5 players is most enjoyable for a long-term campaign. That's enough to cover all necessary jobs without too much competition for the same spotlight.

Too few PCs and the players tend to become too laser-focused on the plot instead of having in-party RP/subplots/banter; too many and you don't get anything done.

20 points is a lot more fun to build characters with than 15 points, because you can be competent in your class without super-dumping all nonessential things.

So if you begin by determining how strong your party will be, the next step is increasing (or decreasing) the difficulty of the adventure to make it just challenging enough to be really enjoyable. There are some dials you can turn to do this:


  • Add a few more mooks to most fights. This should be your #1 tactic because it balances the number of players' actions against the number of enemy actions.
  • Increase enemy HP, if combats are ending too fast.
  • If it seems like enemies are just too individually weak to do something to the PCs, give them the Advanced template. That's a significant power increase to many monsters, and tends to go even faster on enemies with class levels.
  • Don't use solo bosses, no matter how iconic the idea. 5 players will either overwhelm the boss with sheer number of actions, or you've made your boss so strong that he's one-shotting PCs left and right.

    It's much better to give him 1-2 assistants whose prime job is diverting some of the players from all ganging up on the boss at once. They can do that by just standing in the way (shielding a BBEG wizard) or threatening the back line of the players (rogues sneaking around to threaten the wizard PCs).

  • Understand focus-firing and counter it.

    Pathfinder combat really rewards focus-firing on a single enemy. If you kill one enemy out of four you've weakened the enemy team. If you have all enemies at 75% of HP they're all hitting just as hard. This is what your players will be trying to do to enemies if they're savvy.

    So what you need to do to challenge a large party, is provide a counter-threat. If all the players move in to focus-fire on a single NPC, have all the other NPCs take advantage of the PCs leaving formation to focus their fire on a single PC. You need to teach the players that they need to divert a few of their members to "holding the line" against the other enemies, or bad things will happen.

In summary: give the players fun characters, then adapt the difficulty to match. Don't try to adapt the players to the difficulty of the pre-written material.

If things are too easy, make them harder next time.


Ascalaphus wrote:

In my experience, 4-5 players is most enjoyable for a long-term campaign. That's enough to cover all necessary jobs without too much competition for the same spotlight.

Too few PCs and the players tend to become too laser-focused on the plot instead of having in-party RP/subplots/banter; too many and you don't get anything done.

20 points is a lot more fun to build characters with than 15 points, because you can be competent in your class without super-dumping all nonessential things.

So if you begin by determining how strong your party will be, the next step is increasing (or decreasing) the difficulty of the adventure to make it just challenging enough to be really enjoyable. There are some dials you can turn to do this:


  • Add a few more mooks to most fights. This should be your #1 tactic because it balances the number of players' actions against the number of enemy actions.
  • Increase enemy HP, if combats are ending too fast.
  • If it seems like enemies are just too individually weak to do something to the PCs, give them the Advanced template. That's a significant power increase to many monsters, and tends to go even faster on enemies with class levels.
  • Don't use solo bosses, no matter how iconic the idea. 5 players will either overwhelm the boss with sheer number of actions, or you've made your boss so strong that he's one-shotting PCs left and right.

    It's much better to give him 1-2 assistants whose prime job is diverting some of the players from all ganging up on the boss at once. They can do that by just standing in the way (shielding a BBEG wizard) or threatening the back line of the players (rogues sneaking around to threaten the wizard PCs).

  • Understand focus-firing and counter it.

    Pathfinder combat really rewards focus-firing on a single enemy. If you kill one enemy out of four you've weakened the enemy team. If you have all enemies at 75% of HP they're all hitting just as hard. This is what your players will be trying to do to enemies if

...

agreed on all accounts, I currently run a group of 6 players through RotRL and that's basically my modus operandi.

However, a little addendum on the 'don't use solo bosses' point: sometimes the AP makes it incredibly hard to find a reason for additional mooks and henchmonsters being there in the same room, storywise. And while, for action economy reasons, adding mooks might make more sense mathematcally, narrativly it seemingly doesn't. In that case: go for the 'he/she has pets that he/she keeps with him/her all the time' excuse and add some yeth hounds or hounds of tinadloos.
Also: the rooms in the AP ar ridiculosly small sometimes, especially for some encounters that really would need additional enemies.There are some maps where you might want to change the size of one or to rooms just to fit the enemies in there


We did RotR with 6 and had a great time (and this was back when it was still an adventure for 3.5, and we were using all WotC books... including Complete Champion *shudders*).

You'll have no trouble with 5, and if you're all newer, you can probably even run things as-written. 20 point buy won't be a problem (we were much, much stronger than that, using an array of 18,16,14,12,10,8 - it was 3.5, be gentle :P) and we still had a couple character deaths.

If things feel too easy, the best and easiest thing to do is just sprinkle an extra baddy here and there - supposed to be a fight with 6 goblins? Make it 7. 3 ogres? Make it 4 instead - and so on (again, only if it seems like things are way too easy.)

Feel free to post back with requests for altering specific encounters, and have fun!


You also might want to look what has been done in this thread


I've only ever been in campaigns with 15-point buys (all of which have had parties of 5+), but you shouldn't have too much difference between that and a 20-point buy. What's the party comp? If it's mostly martials, then they'll balanced just by virtue of the fact that they're having to share gold and loot more thinly.


When you look at the last boss guy, when talking about his stats it says he was destined to be great from birth, so he's built off of 20pts instead of 15 like everyone else. I suppose you could argue that the PC's are destined to be great as well.

As soon as we started playing Pathfinder (vs 3.5) and saw that XP wasn't used in crafting anymore, we ditched it and the GM just told people to level when it was appropriate. What I like about this method, is that if you go off of XP, someone missing a game means that they are behind, and I don't think it's fair to punish someone for having a life.

Our group is pretty experienced and tactical. I want things to be challenging, but not overly so. I'm thinking that they'll probably level normally the first few, then hold them back a level after that if I find that everything is just too easy for them. And yeah, as a general rule, most things will have max HP. If for no other reason than because it will be easiest.

I also plan on evolving the tactics of the enemies as things go along. I'm not out to get the PC's and kill them, but technically the enemies are. In our last game one of the PC's was a gunslinger. He could solo kill just about anything between clustered shot (DR only counts once) and touch attacks to hit everything. So eventually, as we started to fight smarter things, they knew he was a threat and went after him first. So I like the idea of the tactics of the enemies changing for the situation (such as having them focus fire as well), keep the PC's on their toes.


Hythlodeus wrote:
Ascalaphus wrote:
  • Don't use solo bosses, no matter how iconic the idea. 5 players will either overwhelm the boss with sheer number of actions, or you've made your boss so strong that he's one-shotting PCs left and right.

    It's much better to give him 1-2 assistants whose prime job is diverting some of the players from all ganging up on the boss at once. They can do that by just standing in the way (shielding a BBEG wizard) or threatening the back line of the players (rogues sneaking around to threaten the wizard PCs).

  • Understand focus-firing and counter it.

    Pathfinder combat really rewards focus-firing on a single enemy. If you kill one enemy out of four you've weakened the enemy team. If you have all enemies at 75% of HP they're all hitting just as hard. This is what your players will be[/list]

  • However, a little addendum on the 'don't use solo bosses' point: sometimes the AP makes it incredibly hard to find a reason for additional mooks and henchmonsters being there in the same room, storywise. And while, for action economy reasons, adding mooks might make more sense mathematcally, narrativly it seemingly doesn't. In that case: go for the 'he/she has pets that he/she keeps with him/her all the time' excuse and add some yeth hounds or hounds of tinadloos.

    For big important solo fights, my favorite quick fix is to just apply the Agile Mythic Simple Template (but don't overuse it).

    The Agile template practically ensures your big bad acts before the heroes with a juicy +20 initiative, and its dual initiative feature allows your baddy to act twice per round, helping to even up the action economy. With a mild AC boost and a few extra hit points to boot, you have an instant and effective solo-worthy upgrade.


    Captain Battletoad wrote:
    I've only ever been in campaigns with 15-point buys (all of which have had parties of 5+), but you shouldn't have too much difference between that and a 20-point buy. What's the party comp? If it's mostly martials, then they'll balanced just by virtue of the fact that they're having to share gold and loot more thinly.

    So far we have a catfolk bloodrager (arcane lineage), a druid, a brawler, and a wizard. Not sure of the race of the latter three, and the 5th person may or may not be joining depending if we switch what night we game.

    Sovereign Court

    I've run one Agile Mythic boss so far, and it did have merits. However, you really need to put down strictures on it getting turns back to back due to players delaying/readying. It is not ok for a monster two get two turns directly in a row.


    DigitalWino wrote:

    if you go off of XP, someone missing a game means that they are behind, and I don't think it's fair to punish someone for having a life.

    depends how you as a GM handles it. I made it very clear to my group, that even though someone cannot attend a specific session, XP will be treated as if he/she can and the character still gets the XP. So, no one gets punished and everyone in on board with that, because even though there are players who might sit out more gaming sessions than others, everyone knows that real life issues might prevent them too from attending someday and then it's good to know, that there characters will not be behind the others.

    (btw, that's also why I insisted on having 6 players in the group. one or two might have to miss a certain session, but then I still have four players left. whereas if I had a group of 4 to begin with and two are sick or have work or other issues, I'd have to cancel the whole session)


    Gulthor wrote:


    For big important solo fights, my favorite quick fix is to just apply the Agile Mythic Simple Template (but don't overuse it).

    The Agile template practically ensures your big bad acts before the heroes with a juicy +20 initiative, and its dual initiative feature allows your baddy to act twice per round, helping to even up the action economy. With a mild AC boost and a few extra hit points to boot, you have an instant and effective solo-worthy upgrade.

    Interesting. I'm not a big fan of mythic rules, but that might be handy once the group has finished the Runeforge and moves on to book 6. I'll look into it


    5th ed made some similar changes for important solo bosses, basically granting them extra actions. It wasn't as flexible as straight out getting another turn, though. Instead, important BBEGs and powerful monsters get a specified list of "legendary actions". For example, here's the list of legendary actions available to an adult dragon, from the 5e SRD:

    Quote:

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Other BBEGs might get the ability to cast some lower level spells, or similar. This mechanic lets the BBEG intersperse some actions with the turns of the PCs, that will hopefully make the fight a bit more dynamic. Particularly ones like the Wing Attack above are liable to make the fight more interesting by changing conditions in the middle. Say, at the end of the rogue's turn the dragon does a wing attack, and suddenly half the party is prone and the dragon isn't standing right in front of the barbarian any more. It'll keep the party on its toes.


    Our GM likes to give BBEGs Hero Points (or more accurately Villain Points) which is similar to legendary actions, but can be used by all creatures and is actually part of the game.
    How many points you give the opponents should depend on how easily the PCs are breezing through. You might even decide to put some options off-limits for your BBEG, in case you find them too powerful. If you warn your players beforehand that the villain might have these Hero Points, it really heightens the tension.


    As long as you run with exact experience, you could have 10 players, and it would still be balanced. The reason being that with more players, each individual character gets less experience and thus takes longer to level up.

    In fact, the more players there are when using exact experience, the harder it gets for the players, as while there may be more of them, eventually there will be so many of them that they end up only each level 5 when a party of 4 would be already at level 8, meaning they will be dropping individually like flies. You won't see that happen quite like that with only 5 players though, but it's worth considering before you lower the point buy for the players.

    Sovereign Court

    Tinalles wrote:

    5th ed made some similar changes for important solo bosses, basically granting them extra actions. It wasn't as flexible as straight out getting another turn, though. Instead, important BBEGs and powerful monsters get a specified list of "legendary actions". For example, here's the list of legendary actions available to an adult dragon, from the 5e SRD:

    Quote:

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Other BBEGs might get the ability to cast some lower level spells, or similar. This mechanic lets the BBEG intersperse some actions with the turns of the PCs, that will hopefully make the fight a bit more dynamic. Particularly ones like the Wing Attack above are liable to make the fight more interesting by changing conditions in the middle. Say, at the end of the rogue's turn the dragon does a wing attack, and suddenly half the party is prone and the dragon isn't standing right in front of the barbarian any more. It'll keep the party on its toes.

    That's pretty neat.. I like the idea of taking away the predictability of when the monster will take its extra actions. And at the same time limiting the scope of those extra actions to something that's not completely game-breaking.

    With the Agile template, once the monster gets back-to-back turns, it can for example spend a turn to move around the PCs formation and then full attack casters, with no chance for the players to adjust. Which is too much of a good thing.


    Not all grognards are created equal. Our group isn't using point buy. The GM is using using such a system that each player gets roughly average (but high) stats. The players have played enough not to optimize or powergame/minmax. Yet we have an Oracle with Leadership with a cleric minion. The GM plays his GMNPC and it is a Summoner-Synthesist. He doesn't go overboard with it. However he has been the group's meat-shield though our Fighter trip specialist is also a meat-shield.

    But yes, it all depends on the group. Our group works perfectly. If you handed the same character types to other people, they may well have turned them into a steam rolling machine. A newbie group wouldn't have known what to do with them.

    Even with 7, plus NPCs, we have had a favorite NPC killed.

    Of note: our group has chosen to not take the side quests when we have gotten the chances.

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