Herzog
Adventurer
Several times I have run into the following problem as a DM:
I want to pitch my players against a large group of low-CR opponents instead of one or two high-CR monsters.
Problem is, I'd have to keep track of a lot of creatures, each with very little hitpoints, a low chance to actually hit, but overall a force to be reckoned with as long as the wizard doesn't start lobbing fireballs or something simmilar.
I've used the swarm template in one or two instances, but swarms behave different from regular large groups, in that they 'disperse', and are supposed to be made up of far more creatures then the hitpoints indicate.
I've looked at the mob template, but it isn't that much different from the swarm.
Therefore, I've started thinking about another way to manage large groups of creatures, and here it is:
The Group Template
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1. Attacks. You don't want to roll attacks for every creature in the group. Therefore, the base attack bonus of the group is equal to the base attack bonus of the base creature, +1 for every creature in the group. This bonus represents the possibility of rolling a natural 20 for every creature in the group. If this base attack bonus is hereby increased to or beyond +6, the Group gets iterative attacks. (2 attacks at +6/+1, 3 attacks at +11/+6/+1, etc.)
2. Damage. To account for possible multiple hits, damage is rolled for every point the attack roll exceeded the AC of the defender, with a maximum of the number of creatures in the group.
3. Movement and position. A group can be in the same space as another creature. The creature is considered surrounded, and all attacks made by the group receive a +2 flanking bonus. If the group consists of creatures allowed sneak attack damage when flanking, each damage roll is increased with sneak attack damage. A Group moves at half speed.
4. Size. A group increases with 1 size category for every 'squared' number. (NB: same size at 1 , 1 size increase at 4, another size increase at 9, another size increase at 16) Note that this is exactly the amount of space this number of creatures would occupy when they were evenly spread out.
I does not gain reach from this size increase. It does not need to 'squeeze' unless the space available is smaller than the base creature's size.
5. Armor class, hitpoints and damage effects.
The Armor class of the Group is identical to that of the base creature.
The hitpoints of the Group is identical to that of the base creature multiplied by the number of creatures in the group.
The maximum amount of damage that can be inflicted by a single hit is the number of hitpoints of the base creature. However, when this amount of damage is inflicted by a single attack, the number of creatures in the group is diminished by one, directly influencing it's base attack bonus, damage, and possibly size. When the attacker has the Cleave or Greater Cleave feat, it can make additional attacks whenever its attack reduced the number of creatures in the group as is normal for the feat in question.
When an attack does less damage than the number of hitpoints of the base creature, the damage is taken from the total amount of hitpoints of the Group.
6. Area attacks, splash weapons and saving throws
Area attacks that do damage to each individual in the area do damage as normal. That is, the damage is applied to each individual the group is made up of. (effectively multiplying the base damage with the number of creatures in the group.) Splash weapons do double damage, as if hitting two targets. If the damage applied to a single individual in the group exceeds the base creature's hitpoints, the number of creatures in the group is reduced by the number of creatures effected. If only part of the group is affected by an area attack, The maximum number of creatures affected is taken as a percentage of the remaining creatures identical to the percentage of the group's area that is affected.
The Group's saving throws are identical to that of the base creature. This represents the balance between automatic successes and failures on saving throws.
7. Ability damage, ability drain, and level drain.
The group is unaffected by ability damage, ability drain, and level drain, unless a single attack can damage and/or drain enough to render the base creature helpless or dead.
8. Grapple.
You can not grapple a group. However, a Group can attempt to Grapple you.
For Grapple purposes, the Grapple check for the Group composed of the base attack bonus as explained under 1, and the size modifier of the base creature(s).
9. Death.
When the number of creatures in the group is reduced to 3 or less, they stop being a group and become single creatures. The number of hitpoints left in the group is spread evenly over the remaining creatures.
When the number of hitpoints of the group drops below 3 times the base creature's hitpoints, consider the group reduced to 3 creatures.
When the number of hitpoints in the group drops below 0, all creatures in the group are dead or dieing.
So, what do you think. Did I miss something? Do you feel there is something wrong with it? Please comment.
Herzog
I want to pitch my players against a large group of low-CR opponents instead of one or two high-CR monsters.
Problem is, I'd have to keep track of a lot of creatures, each with very little hitpoints, a low chance to actually hit, but overall a force to be reckoned with as long as the wizard doesn't start lobbing fireballs or something simmilar.
I've used the swarm template in one or two instances, but swarms behave different from regular large groups, in that they 'disperse', and are supposed to be made up of far more creatures then the hitpoints indicate.
I've looked at the mob template, but it isn't that much different from the swarm.
Therefore, I've started thinking about another way to manage large groups of creatures, and here it is:
The Group Template
---------------------
1. Attacks. You don't want to roll attacks for every creature in the group. Therefore, the base attack bonus of the group is equal to the base attack bonus of the base creature, +1 for every creature in the group. This bonus represents the possibility of rolling a natural 20 for every creature in the group. If this base attack bonus is hereby increased to or beyond +6, the Group gets iterative attacks. (2 attacks at +6/+1, 3 attacks at +11/+6/+1, etc.)
2. Damage. To account for possible multiple hits, damage is rolled for every point the attack roll exceeded the AC of the defender, with a maximum of the number of creatures in the group.
3. Movement and position. A group can be in the same space as another creature. The creature is considered surrounded, and all attacks made by the group receive a +2 flanking bonus. If the group consists of creatures allowed sneak attack damage when flanking, each damage roll is increased with sneak attack damage. A Group moves at half speed.
4. Size. A group increases with 1 size category for every 'squared' number. (NB: same size at 1 , 1 size increase at 4, another size increase at 9, another size increase at 16) Note that this is exactly the amount of space this number of creatures would occupy when they were evenly spread out.
I does not gain reach from this size increase. It does not need to 'squeeze' unless the space available is smaller than the base creature's size.
5. Armor class, hitpoints and damage effects.
The Armor class of the Group is identical to that of the base creature.
The hitpoints of the Group is identical to that of the base creature multiplied by the number of creatures in the group.
The maximum amount of damage that can be inflicted by a single hit is the number of hitpoints of the base creature. However, when this amount of damage is inflicted by a single attack, the number of creatures in the group is diminished by one, directly influencing it's base attack bonus, damage, and possibly size. When the attacker has the Cleave or Greater Cleave feat, it can make additional attacks whenever its attack reduced the number of creatures in the group as is normal for the feat in question.
When an attack does less damage than the number of hitpoints of the base creature, the damage is taken from the total amount of hitpoints of the Group.
6. Area attacks, splash weapons and saving throws
Area attacks that do damage to each individual in the area do damage as normal. That is, the damage is applied to each individual the group is made up of. (effectively multiplying the base damage with the number of creatures in the group.) Splash weapons do double damage, as if hitting two targets. If the damage applied to a single individual in the group exceeds the base creature's hitpoints, the number of creatures in the group is reduced by the number of creatures effected. If only part of the group is affected by an area attack, The maximum number of creatures affected is taken as a percentage of the remaining creatures identical to the percentage of the group's area that is affected.
The Group's saving throws are identical to that of the base creature. This represents the balance between automatic successes and failures on saving throws.
7. Ability damage, ability drain, and level drain.
The group is unaffected by ability damage, ability drain, and level drain, unless a single attack can damage and/or drain enough to render the base creature helpless or dead.
8. Grapple.
You can not grapple a group. However, a Group can attempt to Grapple you.
For Grapple purposes, the Grapple check for the Group composed of the base attack bonus as explained under 1, and the size modifier of the base creature(s).
9. Death.
When the number of creatures in the group is reduced to 3 or less, they stop being a group and become single creatures. The number of hitpoints left in the group is spread evenly over the remaining creatures.
When the number of hitpoints of the group drops below 3 times the base creature's hitpoints, consider the group reduced to 3 creatures.
When the number of hitpoints in the group drops below 0, all creatures in the group are dead or dieing.
So, what do you think. Did I miss something? Do you feel there is something wrong with it? Please comment.
Herzog