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<blockquote data-quote="Pielorinho" data-source="post: 156992" data-attributes="member: 259"><p>Stock Mooks:</p><p></p><p>HP: 5 per level</p><p>AC 11 (+1 Dex)</p><p>Init +1 (+1 Dex)</p><p>Attack: +1 per level </p><p>Damage: 1d3+1 (unarmed) or 1d6+1 (armed)</p><p></p><p>They get +1 modifier on all physical skills and -1 modifier on all mental skills. They have thier level+3 ranks in any appropriate skill.</p><p></p><p>This is quick and dirty, but should suffice for situations like this. It's close enough to the warrior NPC class to be not worth worrying over. A DM who needs tough guys on the spur of the moment can use this and then customize (Thgnarr, over in the corner, picks up a table and begins swinging it for 1d8 damage. Frankie snatches the darts out of the dartboard and begins throwing them, with a +4 to hit -- it sucks to cross the county dart champion!)</p><p></p><p>I've never done this before, but it occurs to me that if your players aren't too much rules-sticklers, it'll make the DM's improv job a lot easier, and make the DM a lot more willing to play interesting scenes on the fly.</p><p></p><p>I saw a Feng Shui/D20 crossover once that had an interesting rule for mooks. Basically, they were immune to any attack that did fewer than 5 points of damage, and dropped to any attack that did at least 5 points. No need to track hit points for each mook separately. You could use that, if you wanted a really fast-and-loose feel to the combat.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 156992, member: 259"] Stock Mooks: HP: 5 per level AC 11 (+1 Dex) Init +1 (+1 Dex) Attack: +1 per level Damage: 1d3+1 (unarmed) or 1d6+1 (armed) They get +1 modifier on all physical skills and -1 modifier on all mental skills. They have thier level+3 ranks in any appropriate skill. This is quick and dirty, but should suffice for situations like this. It's close enough to the warrior NPC class to be not worth worrying over. A DM who needs tough guys on the spur of the moment can use this and then customize (Thgnarr, over in the corner, picks up a table and begins swinging it for 1d8 damage. Frankie snatches the darts out of the dartboard and begins throwing them, with a +4 to hit -- it sucks to cross the county dart champion!) I've never done this before, but it occurs to me that if your players aren't too much rules-sticklers, it'll make the DM's improv job a lot easier, and make the DM a lot more willing to play interesting scenes on the fly. I saw a Feng Shui/D20 crossover once that had an interesting rule for mooks. Basically, they were immune to any attack that did fewer than 5 points of damage, and dropped to any attack that did at least 5 points. No need to track hit points for each mook separately. You could use that, if you wanted a really fast-and-loose feel to the combat. Daniel [/QUOTE]
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