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Then you have an unbalanced easy game where even the highest difficulty is not enough to counter.
If you run into issues where excess party members are locked in a conversation, i suggest you reload prior to starting the cutscene and ungrouping some of the party members and standing them some ways away (this prevents them from joining the cutscene) and then use the teleport party spell to bring them back to you on the other side
Use it sparingly - its pretty powerful if you use it cheat-y
Other than that - Yeah, it makes most of the encounters trivial since alot of the difficulty comes from the so-called "action point economy".
3-4 extra members in a fight is beyond powerful
Tabletop Players: "Running a campaign for six people is not good for our health."
The only downside is that the boat in Underdark will softlock your game if you have more than 4 at the time you click it, so make sure to dismiss extras first.
I like to give enemies an additional 100% health to compensate. Means everyone still has to do stuff in fights, and makes up for all the extra synergies/CC you'll get access to.
There are a few versions where you can increase your party in size. It's particularly useful late game when you need so many different people for different quest lines. I generally keep it at 6 but you can take up to 9 without running out of room of things getting too ridiculous.
It does make the game easier which is another bonus if that is an issue you are having.