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People who play with 8 players are going to end up with a watered down experience that they think is dev-intended. As this poor experience would be "developer condoned," people will write reviews that the game is garbage.
It's the devs' duty to curate a well-refined experience, and things that alter that experience should be left to mods, both so that players know the consequences of their actions, and so the devs are not blamed for being unable to finely curate 8 different experiences.
They didn't change because it would be more work, simple as that.
That said modders got divinity 2 up to 6 party limit. so expect the same for this.
Have fun Gaming!
5E is simply designed for smaller parties than previous editions. It doesn't mean you can't have more than 4 players, but 4 players tends to be where the balance is at, from enemy stat blocks, to spell effects, to the action economy, and everything in between.
The only slowness from the 8 characters is it's a more complex context, but that's depth.
In fact even with a non initiative system this is also relative but the relativity is less obvious.
Baldur's Gate 2 uses enemy scaling, but for sure in a more complex way than in Betehsda games.
It's clear that a smart scalability isn't an easy task, I remind a DAO designer wrote an in deep post/blog article on that, and it was listing well the problems and possible solutions. But it's doable and it can improve a lot games very open.
Scalability with turn based, it's probably harder, I remind Final Fantasy Tactics had that for random encounters. But I wonder if there's many examples well done.
And that's two seconds to break all difficulty tuning.
That's PnP, not video game, face it when everything is managed by dices, DM and players it's a lot slower that with video games.
Moreover I think this 4 limit is more to suit new generations preferences, many are in constant rush.
But larger party size is a totally different context and combats design need be adapted. For example, larger party size would allow a design with characters incapacitated more often. Another example is it involves a lot more terrain control possibilities when with party of 4 it's hard to highlight such aspect.
If they do it here, no clue.
Aren't these two statements contradictory? Was it a terribly difficult task, or not? Maybe I'm not understanding the implications of one (or both) of these assertions.
As customers, we are paying developers to do the hard work of creating games. I'm unclear why more "more PC slots" is an unreasonable feature for a game, since clearly other games have long accomplished it, with great commercial success and acclaim.
I frequently see the "tuning" argument, and it's intriguing because it seems so reasonable at first... until you consider the reverse argument. If we can't allow parties larger than [n] characters because it would break tuning, then we also can't allow smaller parties for the same reason. Right? Nobody can be allowed to play with a party of 3 or 2 or (heaven forbid) 1, because it would break all difficulty tuning.
But if it is okay for players to voluntarily increase the difficulty by circumventing the developer-intended experience, then why isn't okay for players to voluntarily decrease the difficulty with the same method of changing party size? The argument seems to break when it's flipped around.
It still seems like a good idea for a game to inform players that it's designed for [n] characters, and each of us can change the difficulty of a playthrough by choosing a different number of characters in the party.
1. The game becomes slower -- often painfully slow. In most six player games, DMs are pulling out all the stops in keeping the game moving -- skipping combat encounters, having enemies flee, keeping the combats much easier, etc.
2. The combats become unbalanced -- typically unpredictably so. If you have a party of four against 9 goblins in a cave... it is swings from easy to hard based on say the goblins getting surprise. With six against 12 goblins... the swing is now insane. If the PCs gain surprise... chances are massive the goblins will get multiple AoE spells before moving... if the goblins get surprise... the first PC will be dying before the party gets a chance to go.
I don't see any reason why these wouldn't be the case in BG3 also.
Difficulty tuning isn't a quick task, it is involved in tactical design of each combats which is also a complex task.
What the dev targeted should be break with party of 4 becoming party of 6. If XP are shared there's probably some auto adjustment, but it won'r auto adjust a tactical design.
Point 1: a DM+Players are a lot slower to manage combats than a player and a computer.
Point 2: They become unbalanced because D&D 5e adventure books are balanced for party of 3-5, rough with 3, easy with 5, tuned for 4.
Correct. It'd utterly ruin balance and 5E is designed for four players.
If Larian adds 6 player parties they will get the flak when players find their game far too easy suddenly, if it's modded in it's not Larians problem.
But currently balance are approximate and a lot is to be done.
Change party to 6 and and continue balancing for 6 can work, but then party of 4 would be more challenging most probably.
And interestingly PnP have 33% more friends, woo.