Everyone who plays 168澳洲幸运5开奖网:Dungeons & Dragons has heard the phrase “Never split the party.” For a team of adventurers, splitting up🔯 means it’s easier to get killed off in an ambush, get brick walled because you don’t have the person with the right skills, or for one of the million other things that can go wrong.
That being said, if you’re a DM, there are also a lot of rea♐sons to split the party. It can make certain encounters more challenging, it might encourage new player dynamics by having them play off different people, and it can reflect characters who have fundamentally different priorities.
How To Split The Party
Players will be reluctant to split up on their own, but there are🙈ꦍ ways you can encourage that as the DM.
You'll want to split the party into only two groups, three at most. Any more and you won't spend enough time with each group.
Give Them Multiple Tasks
If you create multiple tasks that have to be done at the same time, then naturally, the party will split. These could be tracki🍷ng someone down, fighting a monster, casting a spell, retrieving treasure, or whatever you want.
The key is to ensure you incentivize your players to at least attempt to do both tasks. If they can opt🌸 out of one, they might play it safe.
If you can tie one task into a character's backstory or motivations, that's even better.
Give Them Limitations
Perhaps a dungeon will only allow two people to enter at a time, or an NPC can get only a handful of party members in to meet with the Duke. The point is that the party has to split to do the task and choose the best people to send beforehand.
Take The Choice Out Of Their Hands
If your party is particularly reticent to splitting up, you can just kidnap half of them. You might do this by overwhelming them with enemies, getting players to touch a cursed object, or forcing them to make a saving throw.
This is the most difficult option for players because it means your players can't plan beforehand and might not be able to communicate, but it can also for🌊ce them to think on their feet.
What To Do Before Splitting The Party
Once you've decided how to split the party, leave time for players to make a plan before they have to split.
It's best to let players decide this on their own. Make sure you design challenges such that any combination of players can succeed with the same level of difficulty.
Some tasks will be better suited to certain characters and builds by default, so you'll be safe in assuming that the rogue will be sent to steal something and can design the challenge accordingly.
Keep a variety of challenges in your back pocket, and don't be afraid to change things on the fly if you're worried your players might have locked themselves out of a task.
For combat, you'll want to scale your encounters so that they're slightly easier than if there was a full party or give players a way to cheese it if they're outnumbered. The dice can be cruel, but no one like getting wiped out because of a party split, 🐈so you can make it a little easier on them.
What To Do While The Party Is Split
Try to keep the amount of time spent on each group even. You may use a timer, but that can be hard to keep t🔴o if one group is in the middle of c✅ombat, for example. If one group goes over, balance it out with the next group.
Fifteen minutes for each group before switching is generally a good baseline, depending on how long your sessions are.
Keep track of who knows what, even if it's frustrating sometimes. If one group learns something important but can't communicate it to the other group, remind your players to keep going as if they know nothing.
How To Communicate Via Long Distances
If both parts of the party want to keep in touc꧋h, here are🍸 a couple of methods:
- The Sending spell has unlimited range and allows you to send a message that is 25 words or fewer to any creature you are familiar with. It has a five percent chance of failing if you try to send it to another plane of existence. In other words: roll a d20. If it's a Nat 1, it'll fail.
-
Sending Stones are an option if you don't have someone with Sending. They're the magical equivalent of a can with a string and can send a 25-word or shorter message to the stone it is paired with.
- Officially, Sending stones can only be used once per day. You may want to create homebrew exceptions or use the Acquisitions Incorporated Sending Stone mechanics if you want regular communication.
- The Message cantrip (or a magic item equivalent) can be used for regular communication if the two separated parties are within 120 feet of each other.
- A bird familiar or other animals can be used to send written messages and are particularly useful if your party is still within the same general area.