Minimally rebuilding low level modules for large numbers of PCs.


Advice


I might be playing or DMing a game with a large number of PCs in it, and the mode of our adventures might revolve around going from one Paizo module to another.
The effective CR 1 of a group of nine players is CR 3
CR 1 = 400 experience.
The CR system is built around the concept that there will be 4 PCs.
400/4 = 100xp per PC.
9 PCs.
100 * 9 = 900.
CR 3 = 800 xp.
Therefore the "effective CR X: Standard" encounter for the party is a CR X+2.
The template
So at level 1, X = APL
-------Easy: X +1
----Average: X +2
Challenging: X +3
-------Hard: X +4
-------Epic: X +5

So at level 1, X = APL
-------Easy: 2
----Average: 3
Challenging: 4
-------Hard: 5
-------Epic: 6

One way I intend to be able to use low-level modules is to add 2 Advanced Templates to them to being them up to the CR requirement.

What are your cautions or other suggestions about this? I do not have time to rebuild all of the encounters for all of the modules.


Try referencing the GMs Guide to Challenging Encounters. Don't simply slap on advanced templates as you'll find your encounters being swarmed with nine characters.

My mobile device is acting up so I'm not able to linkify the reference above.

Example based on the guide:
CR1 for 4 lvl 1 PCs = 400 exp say a Dire Hyena
CR1 for 9 lvl 1 PCs = 900
Add 3 regular Hyenas plus 4 pups (riding dogs reskinned). This gives you 8 opponents of varying toughness.

Want to make it CR3 (200 exp per PC or 1800)? Just double all your numbers: 2 Dire, 6 regular & 8 pups. That's a decent CR3 for a group of 9.


Cripes! Nine players!?

Sad truth is PF (and really all RPGs) aren't meant to handle that kind of load.

Way I see's it, you've got three options.

1) Run encounter as planned. Encounter takes forever to run. PC's absolutely ruin the monster/NPC's day.

2) Double encounter NPC participants. Encounter takes forever times 2 to run. PC's might absolutely ruin the monster/NPC's day or TPK.

3) Find a way to reduce number of participants.

Sorry, I'm not usually this cynical but that's really a situation where no one wins. I'm sure others on this board with more ranks in diplomacy can elucidate, but (and no offense) nine players in one game means no one has time to have fun.


The first thought that comes to my mind: Can you get a second DM?

One thing that I've seen used a few times in the past with large groups is two DMs to a single game around one big table. If a coming battle looked like it was going to take forever, the DMs would split it into two halves and let the PCs fight in different sides; or the PCs could split the party without feeling bad (because they had two parties' worth of characters anyway).

If this is a live game, that's what I'd suggest you do if you can. If you can do that, then you'll just have to set it up with the other DM so that the module's encounters are harder, yes... but able to be split between what's effectively two parties running around together. Keep track of huge AoE spells and the like, too; so, if party A is fighting and tosses a fireball that could also involve party B, let the other party know immediately.


Doubling the number of enemies (where that isn't silly) will probably lead to better combat balance than throwing around Advanced Templates. For example, a rogue character who has trouble hitting normally will have much greater trouble hitting an Advanced creature with a big AC boost.


I don't exactly have the time to rebuild entire modules' encounters to fit the number of PCs.
The advanced templates are literally just to bring the challenges up to the CR of the characters. I am expecting encounters to either kill at least someone or to have no effect what so ever.
I have suggested Co-DMing someone else's campaign, but if it boils down to its either me or nothing then I'll just run modules quick and dirty.

The alternative is to only run modules that are built for the level that the PCs treat as CR 1, so only level 3 modules.

Paizo modules tend to be on the stupid side when it comes to how few enemies there are at times.

Also,
lol rogues, unless they are a duo of ratfolk, at which point: Awesome, rogues!


The key thing is modules asssume 4 PCs. With 9 you have to have more creatures, not tougher ones. Action economy is going to tilt so far in favor of the PCs that most fights will be easy. Just making the encounters tougher by buffing the creatures also runs the risk of making them too tough.

While challenging to manage, increasing the monster amount is a more balanced approach. Quick & dirty, you can just double everything. It'll be a little easier than what each encounter was supposed to be. Its also not that hard to do a quick partial rewrite for some encounters using simple guidelines from the guide.

Still, overall your problem of numbers will translate to more overhead for encounters - so co-GMing or splitting the group is a really good choice.


Actually thinking about it, if the PCs are effectively CR +2 then doubling the monsters would actually work.
I was so focused on just bringing them "up to speed" that I was unable to see that simple fact.
Thanks all.

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