Hey everyone! I’ve recently been playing games with larger groups of around 6-7 players, which is quite a step up from my usual 3-4 player sessions. With these bigger groups, I’ve encountered an issue that, while present in smaller groups, wasn’t as noticeable.
The problem revolves around “wasted turns” during encounters. In some situations, a few players manage to solve the encounter, while the rest end up sitting idle, either wasting time, passing their turns, or attempting to replicate the actions of other players (e.g., two players trying to pick the same lock).
I’ve thought of a couple of solutions, but I’d love to hear any additional suggestions you might have.
- Encounter Design: By focusing on the core problems of an encounter, I’ll try to add more objectives and challenges to keep all players (6+ PCs) engaged. This approach doesn’t require any new mechanics or rules.
- For example, in an encounter where players need to pick a lock while the roof is collapsing, they could also stabilize the walls to buy more time or fend off a snake-like monster creeping down the wall.
- Pass Die: Inspired by the Fury Die mentioned in the core rules, I’m considering a similar mechanic to incentivize passing turns when a player can’t contribute meaningfully to the encounter.
-
When a player passes their turn, they receive a +1 bonus to any check of their choice. This bonus increases by +1 each time they pass their turn.
-
This approach recycles an existing mechanic and encourages players to pass turns if they’re unsure how to be helpful during an encounter.
I’d love to hear your thoughts on these potential solutions! Have any of you experienced issues with balancing encounters for a large number of players? Please share your experiences and suggestions!