GAME MECHANICS HOARD

PARTY / SQUAD SIZE LIMITS

A cap on how many characters deploy at once — the four-slot active party, six-unit mission squads, the bench watching from camp — forcing selection from a larger roster.

JRPGs canonized the three-to-four active party with reserves (Final Fantasy's bench earning partial XP), Baldur's Gate 3 cut the classic six to four and reshaped every encounter's action economy, XCOM's mission squad sizes (upgradeable, and famously halved for story missions) are difficulty levers, and Pokémon's six-slot team versus boxed hundreds is the purest collection-to-selection funnel. Designers cap party size because the limit is where strategy lives: an uncapped party trivializes composition (bring everyone), but a cap converts the roster into a portfolio and every deployment into a prediction — what will this dungeon demand? The cap also protects encounter design (balancing for exactly four actions per round is tractable; for two-to-nine is not), controls cognitive load in real-time-with-pause chaos, and gives roster-building games their fundamental tension between collecting wide and fielding narrow. Key decisions: the number itself (three reads as tight, four as standard, six as tactical — each changes encounter math), whether swapping mid-adventure is free, camp-only, or locked (swap friction determines whether the choice is strategic or trivial), and how benched members progress — XP-share versus falling behind decides if experimentation is punished. Pitfall: bench rot — when benched characters fall permanently behind the curve, players lock in their first viable team forever, and the roster's breadth becomes content they're mechanically punished for touching.

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