die_kluge said:
I might try to implement some kind of law of averages rule. Like, the skeletons need a 20 to hit, and if 20 of them are attacking, 1 of them will hit. That kind of thing.
Good idea. I recommend you get a die roller program and run it, either at the table or before the game.
To make things more interesting:
1. Add water. Or poison gas. OR spooky mist (the miss chance will hurt the players more than the skeletons). Or magical Darkness. Or a floor riddled with caltrops. Change the environment.
2. Definitely have the skeletons rise from the ground/water, burst through the walls, or drop from the ceiling. Put the players in the thick of it, immediately surrounded. You might want to drop the players into the room via a chute or pit trap.
3. Have the skeletons grapple or attempt to disarm. Instead of having each one try individually, have one make the attempt with all the other skeletons in reach Assisting. It'd be pretty scary to have the cleric haul out the Holy Symbol to do a turn attempt, only to have the holy symbol wrenched out of his fingers and snapped in two.
4. Don't forget circumstance bonuses and penalties. I'd say 100 skeletons all pressing against the party would grant the skeletons a +4 bonus to grapple and disarm attempts, and give the characters a -2 penalty on medium weapons and a -4 penalty for large weapons and Concentration checks.
5. Let the skeletons crowd. Have two skeletons share a space, giving each one a -2 penalty on to-hit and a -2 penalty to AC. Hey, they're skeletons--they're thin. But grouping them this way will really make the characters feel that there's a HUGE amount of undead clawing at them. And remember that Aid Another only requires a successful attack against AC 10.
I'll leave you with this quote from the SRD:
Several characters can be in a single grapple. Up to four characters can grapple a single opponent in a given round. Opponents that are one size category smaller than a character count for half, opponents that are one size category larger than a character count double, and opponents two or more size categories larger count quadruple.
Additional enemies can aid their friends with the aid another action.
And a diagram (S=2 skeletons sharing a space, X=party member):
SSSS
SXXS
SXXS
SSSS
With three S's per X, and two skeletons per S, that's six skeletons per character. Using the circumstance modifiers above, each skeleton is at a net +2 to grapple. Assuming two skeletons aid a third, that's two grapple checks per character per round, each with a potential bonus of +2 to +6. If a character is grappled the skeleton moves into his space and another skeleton moves up, meaning the grappled character has 7 skeletons (6 in front of him, 1 on him). All the surrounding skeletons will attempt to join the grapple, and soon the character will be overwhelmed (6 skeletons around him, 4 on him). That's bad news.
-z
PS: for extra fun, but some creatures or traps with Str-draining poison in an encounter before the skeleton encounter.