Perfect Party Size? In 5th edition, it’s five.
I’ve been ruminating recently on an issue I haven’t seen a lot of discussion about: How many players are too few or too many?
For most groups, this issue is more a matter of chance and social dynamics than it is about game play. Few of us would be willing to tell a friend who wants to join the fun that our game is full, and we’ve probably had a game or two never get off the ground because there weren’t enough players. I’ve encountered both sides of the problem in the two games in which I am currently involved. The one I play in may have too few players, while the that one I run sometimes has too many. There’s not a lot I can or am willing to do to change either of those situations, so both games are likely to continue on with a few attendant difficulties.
Still, I think it’s worth considering what the optimal number of players is and what might be done to alleviate situations that arise from having too few or too many at the table. Particularly compared to earlier editions, the 5th edition books have surprisingly little to say about party size and composition. About the only concrete note on party size appears in the section on encounter design in the Dungeon Master’s Guide. On page 83 there is the telling note that parties smaller than four and larger than five need to increase or decrease encounter multipliers for the number of monsters, but that’s about it.
It’s a useful note, but really avoids dealing with the fact that the whole game is going to be radically different if you have a party of three as opposed to a party of six.
I’ve concluded that the perfect party size is five PCs. It’s not just the math that makes this so; it’s the basic design of the class system that makes party size such a critical consideration.
The Class System is the Culprit
The core feature of D&D game design that most distinctly affects optimum party size is the classic four-role structure that has been a part of the game’s design since D&D’s earliest incarnations.
Often referred to as the four “tactical roles,” these archetypal character types are fundamental to the game’s design. To be completely accurate, the original Dungeons & Dragons boxed set (1974) only had three classes, the cleric, fighting man, and magic user. The first supplement, Greyhawk (1975), brought in the thief, completing the set. In so doing, whether by brilliant design or by fortuitous accident, D&D hit on four tactical roles that are so intuitive and basic they have almost become fundamental to game design across a broad range of genres and formats.
Whether you like the four archetypes or not, it is hard to construct an effective party without having at least one character dedicated to each of the main roles. To clarify this point, I’ll go through each of the original classes and give them a more universal designation. Without the fighter/tank, a party is hard pressed to control combat tactically, creating choke points or protecting more vulnerable party members. Without a dedicated cleric/healer, survivability drops radically, and the party will have to constantly rest and heal up. Those two roles are probably the most critical, but both the magic user/spellcaster and the thief/rogue are vital as well. Without a dedicated spellcaster, a party lacks powerful area effects and also will not have access to the huge variety of utility spells that are often either required or nearly tactically essential, especially at higher levels. The rogue is a bit different from the other three main roles in that it is more situational. You don’t always need the rogue’s abilities of stealth and skill, but without them a whole host of tactical options are essentially off the table. The party’s ability to deal with traps, to perform reconnaissance, and a host of other social and political options all become severely limited.
While hybrid and multiclass characters make it possible to fill all the main roles without having a dedicated tank, healer, spellcaster, or rogue, the game is designed in such a way that there is a significant “efficiency tax” for parties that don’t have at least one dedicated character for each of the main roles, particularly the tank and healer.
The most telling example I can think of to illustrate this point is the Life Cleric. Anyone who has played in a party containing a cleric with the Life domain knows the awesome healing power that particular specialization can bring to the table. They simply outshine every other possible class or specialization when it comes to healing, and to such a degree that, once witnessed, it’s hard to imagine a party without one. Similarly, if you’ve seen a dedicated fighter with the parry maneuver and the heavy armor proficiency simply scoff at a whole flurry of attacks while holding a choke point, you know the value of specialization in this game.
While less of a factor for spellcasters and roguish classes, specialization is still a significant advantage, and the core classes that represent them in their purest form, wizard and rogue respectively, pay the lowest efficiency tax. While a number of other spellcasting classes exist in the 5th edition, none of them have anything like the versatility that a dedicated wizard has. Warlocks and sorcerers pack a lot of power, but they lack access to the wide variety of tactical, information gathering, and situational spells that make a wizard not only a power on the battlefield but a true asset for out-of-combat action. Likewise, the rogue’s skill bonuses mean that no other class (with the possible exception of the bard, more on that later) has the ability to sneak, disarm traps, pick locks, or interact with NPCs to a comparable degree.
You don’t have to have these fundamental classes, but your party will pay an efficiency tax if you don’t.
So if the game is built around four archetypes, why advocate a party of five? Because doing so gives you a spare–an extra PC in case someone doesn’t show up or a PC falls. More than five party members creates other problems, but five gives you the potential benefit of all four roles and a spare.
The Role of the Hybrids
On that note, let’s take a look now at the first “subclass,” the paladin (itself introduced in the same supplement that introduced the thief). It’s hard to overemphasize how critical that addition was to the structure of D&D. The paladin was the first true hybrid class, combining the two most essential archetypal roles, tank and healing.
Most other hybrid classes follow a similar fusion pattern. The ranger combines fighter and cleric (both in specialized forms) and, at least since second edition, the bard has combined wizard and rogue, though it has the additional benefit of being able to heal as well. The monk borrows conceptually from fighter and rogue. (Granted, a few subclasses fall outside of this hybrid pattern. The warlock and sorcerer, for instance, are really just focused and even more specialized versions of the wizard.)
Hybrid classes made the game more interesting and more flexible, though usually with an efficiency-tax trade-off.
These hybrid classes also dramatically affected party composition and size. Although the paladin made it possible to get by with three characters and still cover (though not quite as effectively) all the main roles, that wasn’t its most important effect. Rather, the paladin made it even more beneficial to have an additional party member. Having a paladin around meant that both your tank and your healer had a backup. If one of those critical characters got knocked out, you were far less likely to be staring down the barrel of a TPK. Having that backup also drastically improved the tactical options and made it possible for the fighter and cleric to occasionally switch it up and focus on doing damage instead of mitigating or healing it.
And that takes me back to the perfect party size. Having five characters allows your players to fulfill the basic roles needed to make an effective party while also allowing enough flexibility so that everyone doesn’t feel like they have to fit in to the straitjacket of the founding four classes. If you only have four players, you are really going to need those four core rolls filled, and filled at least predominantly by the four core classes, or you are going to experience problems.
Too Few Players
I’ve seen how the need to fill those roles is absolutely vital since my small party lost our wizard. The story of our party wizard’s demise is sad and tragic, but not really relevant here.
What is significant is that the player who was running our wizard decided to play a paladin for his replacement character. That’s been tough on our party. We’ve really begun to realize how brutal fights can be without good area-effect and lock-down zone control spells. This is likely exacerbated by the fact that our party fighter has really evolved to play more like a barbarian than like the tank we desperately need. That harm may be mitigated a little by the fact that my life cleric makes a pretty decent tank himself, having recently (at 8th level) finally got a magic weapon that was better than the +1 light hammer he was using–and he now has a suit of (nonmagical) plate mail. He doesn’t do much damage, but he can make a decent choke point and with the advent of the Blessed Healer ability no longer has to choose between keeping our all offense up or keeping himself alive. When all of our party is present, having the paladin around to backup heal has also made it possible for my cleric to throw out the occasional spirit guardians or other mass damage spell to make up for the loss of the wizard.
However, although I love being able to be a bit more versatile and earning the MVC (most valuable character) award pretty much every session, I really, really miss that wizard. On the rare occasions that we’ve been down a player, I’ve noticed that I really have to focus on healing, even to the exclusion of trying to do any extra damage or placing myself in harm’s way to help out with tanking. I just can’t spare the resources, even with a DM who has taken the reduced party size in to account for encounter building.
The smaller the party, the more everyone becomes locked into the primary character role he or she is playing.
The smaller the party, the more everyone becomes locked into the primary character role he or she is playing. That’s not necessarily a bad thing, but it does mean that there is less room for improvisation and exploring some of the versatility of the character design system.
In short, having four or fewer players is a potential problem because you are unlikely to have all the core roles filled. Few groups mandate that each person play a specific class, and that’s a good thing; such a mandate goes against the grain of player freedom. But this does mean that, simply by random chance, you are likely to end up with at least one duplicated role in a party of four–and one missing role.
And that’s one reason a party of five seems to work so well, in my experience. You are much likelier to fill all the basic roles or to at least have a hybrid or two who can do the job in a pinch. Even if the party is missing a role, having the extra backup likely means that the party has a corresponding strength that may more than make up for the weakness. Say the party has both a fighter and a paladin, but no spellcaster, as in the example above. If they have five players, they are also then going to have either two healers or two rogues, or possibly a third fighter. That’ll enable them to either take or dish out enough extra damage to mitigate the lost area-effect spells. They might still miss the wizard’s buffs and information gathering, but a solid cleric and some hybrid classes can take care of most of those needs.
One big caveat, though: If the party is utterly lacking a healer, they are still going to be in a lot of trouble. They don’t need a dedicated healer, necessarily, but without a paladin, ranger, or bard in the mix, they face a much stronger chance for character deaths and TPKs, and the game will become a relentless slog of short and long rest fests after every encounter. They are also going to have to break the bank buying healing potions and will be crippled by effects that could be countered by the restoration series of spells.
The main takeaway from all this is that the fewer players there are in a game, the more restricted they will be in the roles they really have to play to form a functional party. With only four players, they each almost have to take on one of the designated four “tactical roles.” Without that critical fifth player, there is little opportunity to explore the rich possibilities of the expanded class system. With three players it’s even more restrictive. Someone will have to take on a hybrid role that bridges the gap that would otherwise be present.
Too Many Players
Conversely, in my own game – which originally had seven regular players – there was quite a lot of role shifting. We only had one pure original recipe fighter and one life cleric. Everyone else was some sort of hybrid class or specialist class, or even multiclass. It was great, and I think the party was serendipitously lucky to have a really solid tank and cleric so they had even greater flexibility in the party composition and direction of the classes they chose. Though they might not have had a dedicated wizard, they could compensate with other special abilities, like a ranger’s volley or the bard’s (who later multiclassed into wizard) buffing and information gathering spells and abilities. They had so much healing from hybrid classes that, when the cleric player got bogged down by real life responsibilities, it wasn’t hard to compensate. When the player who ran the monk moved out of state, he was missed more for his personality and tactical acumen than for the loss of the damage he inflicted on the monsters.
However, losing those two players, as painful as it was to see friends unable to return to the table regularly, actually did speed up the play quite nicely and allow me, as the DM, to really concentrate on developing individual plotlines and motivations for each of the characters. Let me note that, with more players in the mix, it isn’t really the mechanics of the game or its design that cause problems. It’s incredibly easy to pack a few more minions into an encounter, or to buff up the big bad monster a bit so that everything scales. The game is very forgiving, mechanically, of additional characters.
The problem is simply time and social dynamics. D&D benefits from one of the most streamlined and simple combat systems in any RPG, but even so it can bog down when you have six or more players at the table. This is a bit exacerbated at higher levels, and also by other factors, such as having new players in the mix who are still learning the rules. Probably the single biggest determining factor of whether a gaming group can suffer a large number of players is the experience level of the DM. I, personally, feel I can handle six players, but I notice that I really start to dramatically lose focus after that point. However, I’ve seen more experienced DMs handle even more players with relative ease. Having experienced and helpful players who keep track of initiative or facilitate combat can really help as well.
Still, every time I’ve run or played in a game that had more than six players, I’ve witnessed that the number of out of game distractions dramatically increase, possibly exponentially. If combat rounds take too long, payers lose the immersion and start to have side conversations. When the party splits up, it’s increasingly likely that a few players may be left out of the game for an extended period of time. If that happens often enough players can really start to lose focus and interest in the game. Even worse, with more players you also increase the chances that there will be mismatched goals and agendas and increase the potential for unproductive inner party conflict. This can be dramatically exacerbated if some characters seem to get more attention than others.
Just Right
So, considering the class and role restrictions that occur when you have too few players and the loss of focus, both on the part of the players and the DM, when you have too many, I really do feel that the perfect number of players for a D&D game is five. That’s likely true for most editions of the game (4th edition is a possible exception, which may be one quirk in favor of the much maligned system), but it is certainly the case for 5th edition.
Having five players permits you to cover all the tactical roles without everyone being locked in to the four basic classes. That flexibility translates into more robust class and character choices as well as allowing for options like multiclassing without seriously harming the party’s chances for survival. It also makes the party much more likely to survive when things go wrong and a TPK threatens as they are likely to have backup for some of the critical roles and a better chance of having at least someone left standing at the end of the fight. 5th edition isn’t exactly a killer system, but the closest shaves I’ve experienced were with small parties of four or fewer PCs.
Bounded Accuracy and other improvements mean that the game plays well over a longer span of character levels, and may even be a bit less susceptible to the dangers of running combat with too many players, but that doesn’t really address the more basic and universal concerns about being able to focus on each character for a significant amount of time and keeping the narrative flow on track for a large group with varied motivations. A group of five players is dynamic enough to have multiple perspectives and agendas without being overwhelmingly complex or prone to conflict. Moreover, the fact that five is an odd number is useful in itself as it meals the party is less likely to get bogged down in a stalemate of indecision. There is always going to be a tie breaking vote.
Losing a player in a four-player group can be catastrophic, but losing one in a five-player group is just an inconvenience.
Finally, the realities of life and scheduling also suggest that having at least five players can help keep a game from falling prey to the vagaries of gamer attrition. Losing a player in a four-player group can be catastrophic, but losing one in a five-player group is just an inconvenience. Additionally, I think it also likely that players will be less inclined to leave or de-prioritize the game if they have the opportunity to play the role they want and thus enjoy the game in the way that best suits them. I’ve seen players “forced” to play the party cleric suffer accelerated burnout on several occasions.
Does the game fail completely if you have fewer players or more of them? Of course not. But it might help to think about ways to deal with the sorts of problems that arise when you have non optimal numbers of players. The truth is, as noted in the beginning, we are rarely able or willing to limit or expand our group of players merely to achieve the perfect party size. So instead, it might help to focus on some simple ways to deal with the issues outlined in the arguments above.
What to Do if You Have More or Less
Of course there are innumerable ways to compensate for having too few or too many players, but none of the obvious options are really all that appealing. It’s probably harder to adjust for a smaller group than for a larger one, especially since you always have the option of breaking out into two different games if you have enough players. That can even be a real blessing as it might allow some folks to share in the DMing role while still being able to play.
While it’s tempting to just say that, for smaller groups, someone can play two characters, that rarely works as well in practice as it might at first seem to. Players with multiple characters almost never develop the deep attachment with a character that is one of the truly profound experiences of deep role-playing.
That said, one option that I’ve seen implemented rather well is to have dedicated henchmen take on the roles not filled by the player’s own characters. This tends to work better with support roles, particularly clerics, but could be used in a pinch for almost any class. The best practice I’ve seen for the implementation of henchmen had a few defining characteristics. First off, the henchmen were always just a bit lower level than the PCs. This tended to decrease the danger of a player over-identifying with a henchman at the cost of being involved with his or her own character. It also helped if the henchmen were generally run by the DM, except during combat. Truthfully, combat usually isn’t the time where deep character development takes place, and it’s rarely a problem to let the PCs run the henchmen, with the caveat that the DM gets to override any suicidal or truly out-of-character decisions. In this way, henchmen become a useful role-playing tool, able to develop relationships with the player characters that can be illuminating and sometimes powerfully reflective of wider campaign themes without contributing to the number of things the DM has to actively keep track of during combat.
Large groups don’t have as simple a solution, but perhaps the most important thing to remember is that the game is a collaborative experience. Players can help out by keeping track of some of the basic but attention-consuming mechanics of the game. For instance, there is no real reason that the DM has to keep track of the initiative, but I’ve rarely seen a game where that job doesn’t devolve to the DM (and thank you, Brian, for taking on that responsibility when you can game with us). Players can be tasked to keep track of NPCs (particularly useful if your players keep going off script and looking to talk to minor characters). One great trick I only recently discovered is that if you ask them to take notes and tell you what they remember about an NPC, then you never have to remember extraneous details that they don’t actually care about.
At the extreme end, if you have a player with DMing experience and whom you trust, you can delegate time consuming and focus splitting tasks like shopping expeditions to a co-DM who steps in for such encounters (a thank you here to Graham for doing that with true skill and panache). I’ve had great success on both sides of the co-DMing experience, and as long as there is mutual trust and there are a few clear guidelines, it can prove surprisingly effective.
These little tips just begin to scratch the surface of the many ways one can handle the issues that often arise around small or large parties. I’d love to hear how some of you, dear readers, have dealt with these issues if you’ve experienced them in your own games. I’m sure you have your own tricks and tips you’ve developed over your DMing and gaming careers. †
Having run a lot of games with 7+ players, I have had to find solutions to keeping the game rolling. Because you’re absolutely right: 5 is the ideal number, and that’s due in no small part to its essentially cooperative nature. You just can’t do all the crap a group needs to do in a dungeon if you have fewer than 4 people, and that critical 5th role is a wonderful safe zone for the gal, often new to gaming, who wants to play the bard or the ranger or whatever. For new players, fitting into the class system can often be a hurdle. It’s so much easier, as a DM, to say, “Just play whatever you want, because we already have a fighter, a wizard, a cleric and a thief.”
But back to problem solving. I routinely ask a player to handle initiative, and when PCs hit a monster, that player is now in charge of keeping track of damage to that monster, no matter where that damage comes from. I have even, with large groups, gotten rid of rolling for initiative altogether and simply seated people around the room in the order of their Init bonus. Then, I never have to think about it, I just go around the room.
This works better with some editions than others, and at some level ranges better than others. High level play in particular can often already be very slow, so with a big group it gets even worse. But a low level group, especially on something like Worldwide Game Day (hey, remember when we all ran that adventure in the same room, all those years ago, in Riverside?) can really benefit from extra people. Combat is already fast because players have almost no combat options at level 1. They don’t have all their fancy powers yet. They basically say “I attack with my sword” every round. And their HP are low, so they go down easy, and that’s a perfect time for the extra players to take up the slack.
Long term, I have a lot of difficulty with large groups, because I cannot plan enough story for everyone. Inevitably, half the group feels like they’re the stars of the show, and the other half feel left out. I have long had a standing rule that your character can go off and do something in town, but you have to bring another PC with you. This is a heavy-handed attempt to keep PCs interacting with each other instead of always with me, and sometimes it works better than other times.
Large groups are a challenge. I have had to use waiting lists for my games, at times. (I don’t let it go to my head: it’s been a long time since I needed a waiting list!) I once got kicked out of a group because the DM felt the group was too big and I was the last person to join, so the first to be fired. That sucked, and I was really angry about it for a long time. I understand the decision, but if you’re a DM and you find yourself with more players than you expected (I’ve been there, believe me), the right thing to do is suck it up and make the game as good as you can make it. In today’s gaming environment, it’s inevitable that someone will drop out sooner or later, and your problem will be solved without any hard feelings.
Thanks for writing, guys!
Thanks for the fantastic and insightful response, Jason. I love your practical advice of having the player handle the damage tracking. Those gems can be the little elements that make the difference between an overwhelmed DM and one who can keep the flow of the game going. I like the alternative initiative system as well, since the physical manifestation of the order can really help keep things on track. I’d forgotten about it until your mention of it, but I was actually in a game, ages ago, where the DM did exactly that. She had us move around each combat based on where we were in the order, which also had the side effect of crating new social dynamics at the table, which was sort of cool. That was a big group as well, and mostly new players. It was a bit awkward, and I think in most regular game situations your simple order of initiative bonuses would be the simplest and therefore best solution, but it was a cool experiment.
Your point about the benefit to new players of being able to play whatever the heck they want to is also something worth stressing. I think it can be good for experienced players to occasionally be encouraged to play different roles to round out the party, but you are absolutely right that, for new players in particular, it is critical that they get to embody the role they feel the greatest affinity for. I’ve only really realized in the last two years, as the new edition has brought a lot of new and returning players to our ranks, how fundamentally challenging it can be to get new players into the sing of things. For instance, in both the game I run and the game i play in there is a crossover player who runs a rogue in both games. He really feels comfortable in that role, and he does a very good job in both games of pulling his weight and differentiating the two character. Still, I think it’s been hugely helpful to have the viable option for him to play the class he likes as he had never RPGd before in any format.
I both love and hate big groups, and I think that ability to really focus on each character is probably the single biggest loss in larger play groups. As you point out though, it’s hardly ever a problem that lasts as most groups suffer far more from attrition than they do from addition. We should all be lucky enough to have players clamoring to join our games.
I do well remember that game day session in Riverside. I think we were running the introductory Eberron module if memory serves. That comment led me to one additional thought. It strikes me that there is almost a natural curve also built into the gaming life cycle. you start out with a lot of characters when the game is low level and faster paced. As you progress, some player attrition will take place and you can then have more involved turns without sacrificing too much play-ability and also develop more focus on the stories of the characters that stay in for the long hall. I’ve never really been in a game that grew much in members over time, and I wonder if that would be a much more challenging experience.
Thanks for your comments and insight Doctor Comics! By the way, I think I enjoyed your last two reviews of comic book movies more that I enjoyed the movies themselves!
Great comments, Jason. I remember the Riverside session well, too — and Wallace is right. It was Eberron.
This whole discussion resonates for me because of that recent session I ran with Wallace’s group. Before 5e, I’d have been lucky to have six people at a table, and four was far more typical. Wallace’s room had — heck, I’m not even sure; 8? — people, several of whom I’d never gamed with before. I’d put a lot of work into the prep, but being out of practice, I’d put in the wrong kinds of work for a group that large. I remain convinced that I could have pulled off what I was trying to do with a group of four players, but that wasn’t the case, and I left quite unhappy with how I’d handled it.
That was also a bit on me. I oversubscribed the game, wanting to make sure we had enough people. We usually invite 7 or 8 and get 5 or 6 these days. However, your reputation proceeded you and we even had people fly in for the game so we ended up with too many to handle (I think it was actually 9, but one left earlyish).
That experience was, in part, what made me think of this column. I’d forgotten just how punishingly hard it can be to run a session with that many people. My current group started out with a similar unwieldy crowd but seems by natural processes to have balanced out at the perfect number of 5 players (with an occasional cameo).
That makes me think that there is almost a natural homeostasis that also occurs in gaming groups where they tend to shrink down to their optimal size. I’m not sure that the opposite holds true, but the game I play in (though currently on hiatus) looks set to add player number 5 when we resume and so also achieve perfect balance. Maybe there really is something to this magic number.
What 5 player groups would you consider ‘classic’, or well balanced?
For example, would you go something like Fighter (Tank), Ranger (skirmisher, Cleric (healer), Wizard (Aoe), Rogue (sneak?)?
What about Druids and Warlocks etc? Or Monks?
Can you give examples of some really well balanced groups?
mny thks
Well, the “classic” party, dating back to AD&D days, is cleric, fighter, thief (read: rogue), magic-user (read: wizard), and then maybe for slot #5, something stupendous and funky like a bard, assassin, monk, or paladin to make all the other players jealous. (Back in those days, the funky classes had high stat requirements, and PC stats were more often rolled randomly, so if someone had a paladin, it was because he rolled an amazing character, and then got to play a cool class as a reward for that luck.) But plenty of groups played that were all rogues or all wizards, and they worked pretty well. Just about the only role you might miss in a monochrome party might be the cleric, for healing.
The 4e updated-classic model, which you hinted at, is based more on role than on class: defender (tank), leader (cleric, bard, warlord), controller (wizard), skirmisher (rogue, ranger). For that edition, they built the whole thing around those roles, to a point that felt a bit too wargaming for my taste.
For 5e, they seemed eager to break away from that, and I imagine you could play a pretty fun group with any mix of PCs–so long as the DM and players have agreed on why they’re playing. If the DM thinks this is mostly an exercise in tabletop miniature combat and the players are mostly there to role-play and have fun, no amount of party balance is going to help them have a good time. If all parties agree that the goal is to tell a cool, collaborative story (like the folks at Critical Role do), then party balance becomes irrelevant–the DM simply adapts the game content for whatever the players bring to the table. If they’re all rogues, she puts together sneaky missions.
Only if they all agree that what they really want to do is elaborate wargaming does it begin to matter what the party balance is, at which point, I’d argue for something like the 4e dynamic plus a utility or hybrid PC in the fifth spot.