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General Tabletop Discussion
*Dungeons & Dragons
good rules for PCs vs army units?
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<blockquote data-quote="77IM" data-source="post: 7598846" data-attributes="member: 12377"><p>Welllll... you could do something similar to the swarm rules, but for non-tiny creatures. I think I've seen these called "mob" rules in other games (maybe in 4E?). In a military context, I'd call this creature a "unit." Here's how I'd turn a creature into a unit in 5E:</p><p></p><p style="margin-left: 20px"><strong><u>Unit Template</u></strong></p> <p style="margin-left: 20px">A unit is a group of 16 medium or small creatures with identical statistics, which moves and fights together as a coordinated force.</p> <p style="margin-left: 20px"><strong>Size:</strong> Increase the creature's size to Gargantuan.</p> <p style="margin-left: 20px"><strong>Hit Points:</strong> Multiply the creature's hit dice and hit points by 8. For example, if the creature normally has 11 (2d8 + 2) hit points, a unit of them would have 88 (16d8 + 16) hit points.</p> <p style="margin-left: 20px"><strong>Damage Vulnerability:</strong> Area effects.</p> <p style="margin-left: 20px"><strong>Condition Immunity:</strong> Any effect that only targets or affects a single creature.</p> <p style="margin-left: 20px"><strong>Unit Movement:</strong> The unit can move through any opening large enough for a medium-sized creature.</p> <p style="margin-left: 20px"><strong>Unit Health:</strong> A unit that has less than half its hit points remaining can't regain lost hit points. When the unit is reduced to 0 hit points, it routs; its members scatter and flee. (If it's important, about half the members of the unit are alive and fleeing, and the rest are unconscious or dead.)</p> <p style="margin-left: 20px"><strong>Attacks:</strong> Double the creature's normal number of attacks; when the unit has less than half its hit points remaining, don't double its attacks.</p> <p style="margin-left: 20px"><strong>Damage:</strong> Quadruple the damage of the creature's attacks. For example, if the creature can normally attack with a longsword for 6 (1d8 + 2) damage, then a unit of such creatures would attack for 26 (4d8 + 8) damage.</p> <p style="margin-left: 20px"><strong>Challenge:</strong> Increase by 4.</p><p></p><p>Hmmm, that may be too complex, since I just pulled it out of my ass. But I think you get the idea. You could create stat blocks for such units ahead of the game, and then the party is only fighting about a dozen creatures instead of hundreds. A dozen creatures is still a lot, but should be few enough for you to manage, while still FEELING like a lot.</p></blockquote><p></p>
[QUOTE="77IM, post: 7598846, member: 12377"] Welllll... you could do something similar to the swarm rules, but for non-tiny creatures. I think I've seen these called "mob" rules in other games (maybe in 4E?). In a military context, I'd call this creature a "unit." Here's how I'd turn a creature into a unit in 5E: [INDENT][B][U]Unit Template[/U][/B] A unit is a group of 16 medium or small creatures with identical statistics, which moves and fights together as a coordinated force. [B]Size:[/B] Increase the creature's size to Gargantuan. [B]Hit Points:[/B] Multiply the creature's hit dice and hit points by 8. For example, if the creature normally has 11 (2d8 + 2) hit points, a unit of them would have 88 (16d8 + 16) hit points. [B]Damage Vulnerability:[/B] Area effects. [B]Condition Immunity:[/B] Any effect that only targets or affects a single creature. [B]Unit Movement:[/B] The unit can move through any opening large enough for a medium-sized creature. [B]Unit Health:[/B] A unit that has less than half its hit points remaining can't regain lost hit points. When the unit is reduced to 0 hit points, it routs; its members scatter and flee. (If it's important, about half the members of the unit are alive and fleeing, and the rest are unconscious or dead.) [B]Attacks:[/B] Double the creature's normal number of attacks; when the unit has less than half its hit points remaining, don't double its attacks. [B]Damage:[/B] Quadruple the damage of the creature's attacks. For example, if the creature can normally attack with a longsword for 6 (1d8 + 2) damage, then a unit of such creatures would attack for 26 (4d8 + 8) damage. [B]Challenge:[/B] Increase by 4.[/INDENT] Hmmm, that may be too complex, since I just pulled it out of my ass. But I think you get the idea. You could create stat blocks for such units ahead of the game, and then the party is only fighting about a dozen creatures instead of hundreds. A dozen creatures is still a lot, but should be few enough for you to manage, while still FEELING like a lot. [/QUOTE]
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