DMG II -- In my hands . . .

Gez said:
Or, in a more D&D way, you could have this kind of silliness:
"My epic troll barbarian grapple the mob!" *roll* "Success! The mob's pined and helpless now!"

Well, not that if we are talking epic it would seem that unlikely, but in the Mob writeup, "A mob cannot be flanked, tripped, grappled, or bull rushed."
 

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This looks very similar to the "horde" template of the World's Largest Dungeon.
Do mobs have special provisions for characters with feats like whirlwind and great-cleave?
If not it's severely lacking.
 

Silveras said:
The standard is 30% are killed and 30% are at 0 hp, if the damage used to break it up was Lethal damage.

And 40% are unscathed? Since that's 48 medium creatures, we're talking 19.2 crreatures left over ready to mix it up...or run like hell. Probably run like hell.
 

Felon said:
And 40% are unscathed? Since that's 48 medium creatures, we're talking 19.2 crreatures left over ready to mix it up...or run like hell. Probably run like hell.

They scatter. The numbers are given to help define the die roll when you care about what happened to a specific creature. If your character's cousin was in the mob, for example, when it is dispersed, s/he has a 30% chance to be dead, a 30% chance to be at 0 hp, and a 40% chance to be running away.
 

Another section I've decided I really like is teamwork benefits. This fits almost perfectly into a concept I've been making notes on for six months.
 

I was wondering what kind of advice they give for creating new prestige classes, and if there are any such in the book. Could somebody please list them?
 

MadMaxim said:
I was wondering what kind of advice they give for creating new prestige classes, and if there are any such in the book. Could somebody please list them?

Yes, it has advice for creating prestige classes. Much of it looks like it came from the old SKR article, but I think they added one more "purpose of prestige classes", and they go into the whys and wherefores or what makes a good prereq and what doesn't and what makes a good ability and what doesn't.
 

The first thing I thought of when I heard "mob template" was a mafia hitman. Anyhow, the mob rules sound tricky but promising. If nothing else they could help explain why a mid to high level character might still be scared of the anger of an entire town of peasants or unit of soldiers. Somebody said that mobs can't be grappled. Can they still make grapple attacks though? If so their high BAB and gargantuan size would make them terrifying.

How much damage do mobs do? If it isn't too high then a high level barbarian or monk could probably wade right through a mob of humans, just like in the movies. Of course the mob could probably go grab torches like they do when they're going after a flesh golem.
 


MadMaxim said:
I was wondering what kind of advice they give for creating new prestige classes, and if there are any such in the book. Could somebody please list them?

Psion covered the first part of your question -- and as for the second, there are no PrCs in the book.
 

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