I've seen a few threads recently assert unequivocally that more than 7 players at a table is not AL legal. I wanted to point out a change to the ALDMG that made the limits on the number of players less clear and get your opinions.
ALDMG v8.2 - Adventures League play is designed for a table of five players, but can be adjusted for three to seven players. Tables smaller or larger than those limits aren’t allowed.
ALDMG v9.1 - Adventures League play is designed for a table of five players but can be adjusted for as few as three to as many as seven players. Tables smaller or larger than those limits not recommended as they promote an extremely suboptimal play experience.
To me this says that more or fewer players are now allowed, but I definitely think there is room for an alternate interpretation.
I can speak from experience that tables of 7 aren't all that fun because combat lasts MAYBE 2 rounds and can take way too long. If there's 8+ it's painful waiting for your turn to come around, and don't expect much roleplay involved. 4-5 is definitely optimal. It makes combats more challenging, and allows for more than 2 rounds so you get to use your fun skills and spells, and there's a lot more roleplay interaction with the players. 3 can be deadly, even when encounters are adjusted for weak parties because monsters just don't die quick enough. And if your party is lacking a skill monkey then expect things to go slow in the exploration/roleplay area.
I hadn't noticed the change between season 8 and 9. Thanks for pointing it out. Having frequently played in groups of seven, I don't see how even larger groups are feasible or fun. None of the published modules include balance provisions for that many players and if you are trying to introduce folks to the game, that many players tends to be a suboptimal experience (though a recent poster here seemed to have a good time in a large group).
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I've seen a few threads recently assert unequivocally that more than 7 players at a table is not AL legal. I wanted to point out a change to the ALDMG that made the limits on the number of players less clear and get your opinions.
To me this says that more or fewer players are now allowed, but I definitely think there is room for an alternate interpretation.
They probably changed the rules to technically allow it for when there are too few/many players.
I can speak from experience that tables of 7 aren't all that fun because combat lasts MAYBE 2 rounds and can take way too long. If there's 8+ it's painful waiting for your turn to come around, and don't expect much roleplay involved. 4-5 is definitely optimal. It makes combats more challenging, and allows for more than 2 rounds so you get to use your fun skills and spells, and there's a lot more roleplay interaction with the players. 3 can be deadly, even when encounters are adjusted for weak parties because monsters just don't die quick enough. And if your party is lacking a skill monkey then expect things to go slow in the exploration/roleplay area.
Bro, the table I'm at is 12 if we're all there... one encounter can take like a full 4 hour session
That's when someone there needs to volunteer to DM so the tables can split. That sounds painful.
I hadn't noticed the change between season 8 and 9. Thanks for pointing it out. Having frequently played in groups of seven, I don't see how even larger groups are feasible or fun. None of the published modules include balance provisions for that many players and if you are trying to introduce folks to the game, that many players tends to be a suboptimal experience (though a recent poster here seemed to have a good time in a large group).