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<blockquote data-quote="Ourph" data-source="post: 1749676" data-attributes="member: 20239"><p>:Emphasis mine:</p><p></p><p>This is mostly what I was talking about when I said D&D doesnt' handle Mooks very well. There are lots of good "Mook-able" creatures in D&D, but throwing 50 orcs at a group of 8th level characters leads to a lot of tedious bookkeeping for the DM. In some systems I've seen, Mooks are differentiated by being "1 hit = a kill" creatures (i.e. they don't even have HP) and by being denied saving throws (or the equivalent). You can do this in D&D by ignoring HP and saves for cannon fodder, but in a lot of cases, that makes the Mooks <u>too</u> weak to really matter. On the other hand, if you play the Mook's attacks as normal, it not only takes a LONG time to resolve but the results can be deadlier to the PCs than a real Mook type adversary should be.</p><p></p><p>Adding balanced and easy to incorporate "Mook rules" to D&D would be great as the subject of a D20 sourcebook.</p></blockquote><p></p>
[QUOTE="Ourph, post: 1749676, member: 20239"] :Emphasis mine: This is mostly what I was talking about when I said D&D doesnt' handle Mooks very well. There are lots of good "Mook-able" creatures in D&D, but throwing 50 orcs at a group of 8th level characters leads to a lot of tedious bookkeeping for the DM. In some systems I've seen, Mooks are differentiated by being "1 hit = a kill" creatures (i.e. they don't even have HP) and by being denied saving throws (or the equivalent). You can do this in D&D by ignoring HP and saves for cannon fodder, but in a lot of cases, that makes the Mooks [u]too[/u] weak to really matter. On the other hand, if you play the Mook's attacks as normal, it not only takes a LONG time to resolve but the results can be deadlier to the PCs than a real Mook type adversary should be. Adding balanced and easy to incorporate "Mook rules" to D&D would be great as the subject of a D20 sourcebook. [/QUOTE]
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