Running Adventure Paths with a Large Group


Advice

Silver Crusade

Hi there all, long time no see

I have recently gotten my group of friends who I am GM for interested in playing Pathfinder (1st Edition) we are a group of Eight, Im introducing them to pathfinder by running an Adventure Path (Reign of Winter) we are experienced group for 5e but we wish to try Pathfinder. I and 2 other players are experienced players of pathfinder.

So my question is quite simple how do I make the encounters more full for them do I simply double the Mobs in a Encounter for the amount players I have (7 Players) or do I simply increase there HP (I feel this will make them seem like blobs of HP more then a Fight)

For those interested our group is:

Oracle
Summoner (Not unchained)
Warpriest
Ranger (Melee)
Witch
Barbarian (Invulnerable Rager)
Ninja

Thanks, Valkyrie.


Figure out what they’re bad at and pressure it.

We have a 6 man party with a war priest that protects me(gunslinger) while we have a few buff characters and a rogue. We can take down big baddies fairly easily but have issues with larger groups of small enemies, and after losing our psionic healer have issues with cleave damage.


As long as you follow the CR system, you can modify the encounters accordingly. Six or more players means increasing the Average Party Level by +1. Eight players could be problematic, but if that's what you guys want, go for it.

If you're not familiar with the CR system for Pathfinder, it is worth reading over the Designing Challenging Encounters for GMs document by Alex Augunas.

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