Number of players


Age of Worms Adventure Path


I keep reading on the message boards that the Adventure Paths are designed for 6 players. Where is this information coming from? Was it in a news post or one of the magazines? Are all Dungeon adventures designed for 6 players or just the APs?


The adventure paths are designed for 4 players from what I hear, ideal a four-man party that consists of a rogue, wizard, cleric, fighter.

The Shackled City Hardcover was updated to a six-man party I believe.

Though I could be wrong, I am sure someone will be in to confirm my answers or declare me an idiot.


I'm not sure about the official word in this regard but the Age of Worms should work fine with six players as it is quite a tough AP. Players might lag slightly in levels but that would really just be the system self balancing as 6 PCs are more powerful then 4 but would gain a little less XP a piece.


Jeremy Mac Donald wrote:
I'm not sure about the official word in this regard but the Age of Worms should work fine with six players as it is quite a tough AP. Players might lag slightly in levels but that would really just be the system self balancing as 6 PCs are more powerful then 4 but would gain a little less XP a piece.

The texts state that the adventures are designed for 4 PC's each. I have eight players in my campaign. I think that at some point down the road in the campaign, the greater number of PC's will NOT offset the lower amount of experience points (and therefore the lower level) that each character has. Six or eight 16th, 17th or 18th level PC's will be hard pressed to survive against Dragotha, Kyuss, or some of the other more dangerous encounters in the last two adventures (geared for 19th & 20th level PC's, notwithstanding their greater numbers. It is for that reason that I think (and have done so) that DM's must add some additional encounters to keep larger parties at the recommended levels, and where necessary ramp up existing bad guys to compensate for the larger number of players in the group.

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