So, these past few weeks have been an experience. I’ve been running a game for 7 players, which is exactly one more than the recommended maximum is. With that in mind, I figured I should throw some observations out to see if other people have different perspectives on how the game balance starts to shift. I have been sticking to 7 elements per scene, as the book recommends.
Scene Element Stuff:
First, minion groups. In most cases, it only really takes one hero with good Area Of Effect(AOE) in the Green or Yellow to shred through a minion group. This becomes especially true, as in a group of 7 heroes, the odds of someone having AOE means that adding one extra minion to the group barely makes a difference.
Second, leiutenant groups. Lieutenants are almost always more threatening individually than minions, and that holds true even moreso here. Lieutenant groups are more important if you want to have difficult enemies, since they can typically engage multiple heroes simoutaneously without going down.
Third, challenges. Adding a 7th hero basically allows the group to divide in two fully effective teams, so having just a single challenge present won’t pose a meaningful difficulty to confront in the story. In addition, the presence of more heroes ensures that any individual twist (minor, or major) has significantly less weight than it would otherwise. With seven heroes, Hinders from twists are quite often responded to by the hero changing their focus to dealing with something with hit points.
Villain Stuff:
We all know that damage reduction is pretty good, but it’s worth pointing out just how good it is. With seven heroes, your villain will routinely be preventing three or four times the actual value of their damage reduction from hitting them, making those abilities signifcantly more valuable. The same applies to actions that Defend against all Attacks until they act again.
Conversely, most defensive reactions decrease signifcantly in value. The ability to Defend against one big attack is great, but each additional hero can spend their time adding more bonuses or putting out more attacks that potentially warrant the use of the reaction. Effects that allow villains to narratively escape gain a great deal of value, since multi-turn plans become much more difficult to pull off when the villain smoke bombs away.
What do people think of the above? Am I horribly wrong? Did I just happen to stumble on things that anyone else saw by common sense?
I’m still trying to find a balance between challenges and minion/lieutenant groups myself for 7 heroes. It’s an ongoing struggle.