this is a valid point. mud and grime games can be fun. the problem is the ap's for 5e are high fantasy. so we have the rub of peasant farmers with swords in a high fantasy setting. if the ap's were mud and grime then you would have a functioning game. but, most people wouldn't want to play it . people play d&d to fight fantastical creatures not to struggle with orcs at high levels.That sounds like a lot more of an issue with your DM than the system. If your DM is creating boring scenarios, no amount of mechanics is going to help here. This isn't a mechanics problem. Why would a DM throw groups of 100 goblins at a 10th level party multiple times? Once? Sure, might be fun. Once in a while? Ok, gravy. But often enough that it becomes boring? That's a malfunction of the DM, not the system.
and the problem is that characters (much like the mobs) do very well against single high cr creatures...but struggle mightily against an even level cr creature with a mob. the math breaks down at every level...numbers not skill win the day.
Large mobs don't have to be a "lame meatgrinder". There are lots of great stories about a small group of warriors taking on a much larger group.
At level 1, 2 orcs are a challenge. At level 10, perhaps 20 orcs are a challenge. At level 20, perhaps 100 orcs are a challenge. (Those numbers are just spitballed, I haven't done the math.) The players get to really see how their characters have improved. There's nothing wrong with 2 orcs being a challenge at level 1, then 2 planar orcs being a challenge at level 10, and then 2 half-balrog orcs being a challenge at level 20, but it doesn't have quite the same feel to it.
As I said before, I wouldn't want mobs for every fight, but it's a nice option to have. You also have plenty of high CR monsters to choose from for the rest of the fights.
Whether it's one balrog or 200 kobolds, all fights are time sinks and resource drains, so not sure what your point is there. They both grant XP and treasure. And by the time the characters are high enough level to challenge either, the party has so many attacks and area spells that the kobold fight might be briefer than the balrog fight.
Tyranny of mobs? Well, depending on your level, the size of the mob will have to increase by a lot to pose any realistic threat. Are you saying that if a billion people rise up against a four man team, that group of adventurers should be able to laugh it off and ignore it because they're high level and therefore "special"? At a certain point, the sheer power level of the PCs should dissuade most mobs (non-armies) from going after them. RL riots are often dispersed with nothing more than tear gas. 20th level adventurers typically pack the equivalent of tactical nukes. Not a lot of mobs are going to want to tangle with them once they're on the receiving end of such power. However, you're party is not likely to conquer a nation on its own. If the king raises an army of 10,000 to take you on, you might be in trouble if they can pin you down.
Actually, your peasant farmers who struggled with kobolds are not off to slay the dragon because many, if not all of them, are now dead (kobolds are a fair bit tougher than commoners). Just how mindlessly suicidal are these theoretical peasants? "Hey, Bob, we only had 50% casualties repelling those kobolds; what say you we take on the dragon down the way and see if we can't make it 100%?"
the problem with mobs is not inherently that they exist...the problem is they are obvious timesinks/resource drains in the worst mmo ways. they don't present a challenge from a play perspective and offer nothing in the way of satisfaction when you win or lose. and the numbers don't have to be this high. try 20 ranged low level creatures with initiative vs a 10th level party in need of a short rest (maybe a random encounter). the numbers start swinging heavily towards the creatures if they are hitting and become real groaners if the party is missing.
and what makes these mobs interesting? nothing. from an immersion pov low level mobs should exist (because mechanically you can't just ignore them)..but the impact they can have heavily skews their importance. and d&d is a ttrpg not an mmo-grinding thru mobs is super lame and dull. but the math of the game makes the mob almost a necessity for a dm. again, single high cr creatures get mowed down (numbers win the day..the party as mini mob) so the dm needs mobs...
but what if high cr creatures could actually hold their own and didn't need mobs. and the players were powerful and weren't fighting mobs but instead were taking on powerful creatures in interesting fights...sort of sounds like d&d to me.
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