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9 Posts

Warhammer Fantasy Roleplay (3rd Edition)» Forums » General

Subject: Playing with 6 rss

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Ezra Denney
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Have any of you run WFRP with 6? Our group is a little large, but I am jonesing to run some Warhammer goodness. How does the balance work out with larger groups? Any issues I should be looking out for?

Thanks for any advice/ help!
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SJ Benoist
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You will either want to use the books, or two Core sets.

Also, if you go with the books, you'll probably want an extra set of dice.
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  • Last edited Wed Oct 19, 2011 9:22 pm (Total Number of Edits: 1)
  • Posted Wed Oct 19, 2011 8:13 pm
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Ezra Denney
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Thanks. I think have the components taken care of, but my concerns are more with the balance of the game & how it plays with larger parties.

Any thoughts there?
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Maurice Tousignant
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I see no reason it wouldn't work. Most published modules I have read so far scale the bad guys to fit the number of characters (aka 1 gore and as many ungores as the number of players). You will probably have to adjust some things on the fly as well. The only other thing I would worry about is trying to find shine time for all the players. Normally with 3 players I find you get 2 combat players and a social player this tends to work well with a balance of combat encounters and social encounters, I would worry that with 6 it may be hard to give everyone a chance to shine.
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Adrian George
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GilvanBlight wrote:
I see no reason it wouldn't work. Most published modules I have read so far scale the bad guys to fit the number of characters (aka 1 gore and as many ungores as the number of players). You will probably have to adjust some things on the fly as well. The only other thing I would worry about is trying to find shine time for all the players. Normally with 3 players I find you get 2 combat players and a social player this tends to work well with a balance of combat encounters and social encounters, I would worry that with 6 it may be hard to give everyone a chance to shine.


I suspect the number of enemies is roughly balanced to 3 PCs. You can get away with it at 4 (I have), but I suspect the challenge won't be there at 6. At 6 I'd suggest doubling the number of non-mooks, so in the above example 2 gores and 6 ungores. Of course there is no reason you can't do it as written, then when you see it going to easy have the second gore come jumping out the tree.
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Andy Leighton
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georgeofjungle3 wrote:
GilvanBlight wrote:
I see no reason it wouldn't work. Most published modules I have read so far scale the bad guys to fit the number of characters (aka 1 gore and as many ungores as the number of players). You will probably have to adjust some things on the fly as well. The only other thing I would worry about is trying to find shine time for all the players. Normally with 3 players I find you get 2 combat players and a social player this tends to work well with a balance of combat encounters and social encounters, I would worry that with 6 it may be hard to give everyone a chance to shine.


I suspect the number of enemies is roughly balanced to 3 PCs. You can get away with it at 4 (I have), but I suspect the challenge won't be there at 6. At 6 I'd suggest doubling the number of non-mooks, so in the above example 2 gores and 6 ungores. Of course there is no reason you can't do it as written, then when you see it going to easy have the second gore come jumping out the tree.


I totally disagree. I have played in a group of 6 players. We have done mostly custom stuff but also played The Gathering Storm. In a number of the combats we were severely stretched (even with fewer foes than the published adventure specified). However we really only had one close combat specialist, and one ranged combat specialist (and that wasn't as optimised as much as possible) and no wizards and no elves. If your players buy into playing just ordinary scum (I was a barber-surgeon) with a few skills, rather than trying to optimise the hell out of their characters for combat then 6 is fine. Also they should roleplay them as proper people and not big damn heroes.

The main problem is spot-light time.
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Jeroen van der Valk
Netherlands
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As a WFRP newbie with a group of 6 newbies, what I've done is as a lead up to the Witch's Song campaign throw a couple of encounters at them to see how they fare. I did some beastmen, and a spirit thing, and also preparing to throw a skaven ambush at them.

Depending on the classes in the group, and their play style, you can easily test what works and what doesn't. Also, what I absolutely love about the system is that the dice give you almost endless flexibility in the results you interpret, as long as you keep it consistent in some way.

I've had no problems running these loose encounters for 6 players, it's been great fun so far!
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j h
United States
Lakewood
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Three things:
1. Get your players to get extra dice for the group (if they each commit five bucks, you can get 2-3 extra sets)

2. Eliminate table space with the WFRP basic actions sheet (doa google image search). Keep the career sheets off the table and just mark your talents on your character sheet.

3. During combats, have characters with the same initiative score roll at the same time. They "can't" wait for each other anyways. Then they can eval their dice pools without waiting and just tell you the results.

Best,

Jay H
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Ezra Denney
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Thanks for the tips all. I feel much less concerned about running a large group than I did before.

I did a sample combat with 6 stock characters last night & it seemed to go ok. We shall see.
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