Maybe I just see most 6 char and 4 char games as a little stagnant. In MM4-5 (or earlier) they put work into NPCs in the tavern to take the place of chars... that nobody ever used. Same for Dragon Wars, and lots of other games. You fill your roster at game start and neglect they other parts and focus on the party you have. This is all play style, but it just seems odd that games create other chars but most people ignore that. MM6-8 you add NPCs for benefits and thats well done, but isn't related to party size per se.J1M wrote: ↑March 14th, 2023, 22:28That's only true if you assume the roster is stagnant. In which case it is correct to build a party that can muddle through anything without clear areas of focus.
If the roster can be adjusted with some information about what will be found in a particular dungeon, then you can do something like throw an obscene number of undead at the player to really give divine characters a chance to shine. This requires an element of craft that isn't present in procedural generation.
Even in parties with 4 chars (Wasteland or others) and 6 chars, I won't add another NPC because it divides the XPs that much more. So, the party I start with is the party I (generally) finish with.