This post is going to be strangely formatted; it’s an email I sent to one of my DM buddies about how to deal with his larger-than-average group of players. They are playing 4e, and 4e can get out of hand very quickly. Eyes glaze when players get one turn every 25 minutes, and tempers can flare when you miss on that far-too-rare turn. Here is my input on how to craft 4e encounters for a larger group:
A few thoughts on how to create functional, engaging encounters for six players:
- One, Big Encounter: I think this is going to be the cardinal rule for six PCs; I’m learning the same thing for five paragon PCs. If you’re going to run a standard “deathmatch” style 4e encounter, only plan on having time for one, so make it count! The three-encounter work day just doesn’t apply when you have a million dudes on the table. See the next list for ideas.
- Cut Things Short: Having six PCs is going to get the fight into “foregone conclusion” territory very quickly. When the monsters are outnumberd 3 to 1, cut the fight early. Monsters running away, surrendering, or going berzerk and being slaughtered. When eyes glaze, move on.
- Alternate Victory Conditions: This doesn’t need explaining, but moving away from the “deathmatch” model allows you to have really compelling two-three round fights that only take 30 minutes. Boarding up doors to hold back zombies, shooting the eyes of the effectively invincible kraken to make it run, killing the magical demigog that’s rousing the commoners into a mob, etc. (Note to self: run a kraken fight.)
- Keep Monsters At Level: If there’s anything worse than missing and feeling like a turn is wasted, it’s missing and feeling like your turn is wasted when there’s five other players and six monsters between you and your next turn! Keep monsters relatively at your party’s level so their attacks hit more often. If you want a monster to be hard to kill, don’t boost defenses, give them 30% more hit points instead. (This option is in the monster builder, so it’s an established option in 4e that won’t break anything.)
So you’re going to have a deathmatch fight, because 4e heroes are Super Sayans, right? Here are my usual considerations on what makes a unique fight, through the lense of an abundance of players.
- Mutliple Arenas, Split the Party: Split the party and monsters into two arenas. Don’t make them inaccessible to one another, but some effort and expenditure of actions needs to be spent to move between them. A fight between decks of a ship, floating rocks in the elemental chaos, even the front and back of a house can work. Comitting to one arena is an interesting choice, can bring the value of party members into sharp relief, and most importantly lessens the factors for you and your players. (Sure the fight is huge, but the defender only has to mess with the three monsters he’s actually near.)
- Environment: Envirnonmental effects are an easy, book-keeping-less way to spice things up, and they’re by far my favorite part of running 4e. A simple, easy to run encounter that might have otherwise been too straight forward for the players can be magical with a few acid pits to get shoved into.
- Creative aside: You can even create environmental effects that play into the large number of players! A fight on rotting wooden floors in a haunted tomb could be amazing. If a player ends its turn within 2 squares of another player a 3×3 hole in the floor immediately opens up, dropping the players 10 feet into the rat-filled basement that requires actions (athletics or running to the stairs) to get out of. Starting your turn in the basement causes 5 damage from nibbling rats. Add in monsters that are insubstantial ghosts that push people around and you have one hell of a fight. Eeee that sounds fun.
- Twists, Fireworks, Epic-er-ness: If you’re comitted to running a 2-3 hour encounter already, the more epic-er the better. Plan on having something awesome happen on round 3 of the fight. Eyes are going to glaze on round 4 if daily powers have been used, monster encounter powers have been used, and it’s boiled down to d20 rolls and at-wills. If you’re only running a single encounter, ham it up and change the field mid-fight. Introduce new enemies, an alternate win condition, or even a third faction that just wants to kill everyone.
Shoot any ideas my way. I love brain storming!
Man, I write hella long emails.

