Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is true, but balance in RPGs is a fiction
4 is perfect.
Also getting 4 adults together is difficult enough for this game, let alone 6.
That's the drawback of using turn based mode, not from having a larger party.
If you have more allies to control, that means you can thin the enemy numbers faster, and thus resolve combat quicker. With feats like Cleave being in the game, even a martial class is able to function as an AoE in combat.
When all this opponents concentrate their attacks on a tank it could be difficult to get him alive.
Also when i remember my time in paper and pen roleplay we had mostly 4 players and one dungeon master, so 4 is realistic.
If you want more allies to control use a hunter or someone else who can call them.
(Maybe hire Minsc to your group, he has Boo the mighty Hamster)
It'll be nice in the full when hireables are a thing but party crafting can feel icky sometimes when considering having a rounded party on 4 members.
...but the tabletop games I watch typically have 5 and one has 4 though that one frequently has repeating guests for 5 total.
If you're trying to read tea leaves on this one, best of luck but the best answer is probably 'because most successful team cooperative games have chosen 4, therefore we will choose 4.'
Which, really, is as good a reason as any other you care to pick out of your magic hat.