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Handling mobs
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<blockquote data-quote="NotAYakk" data-source="post: 8160964" data-attributes="member: 72555"><p>This is a simulationist approach. The idea is to create something that sort of acts like a pile of individual creatures without having to manage each creature.</p><p></p><p>Mobs have 2 values: squares and HP/square.</p><p></p><p>When a mob engages you, its squares engage you. They roll [w] damage per doubling of the number of squares engaged, and get a +1 to attack per square past the first engaged. If you are overrun they attack at advantage, and you have disadvantage.</p><p></p><p>When you attack them, you kill squares; leftover damage if it passes 50% has a 50% chance to kill a square. If under 50%, the wounded falls back and a fresh troop replaces it.</p><p></p><p>AOE damage is multiplied by the number of squares, but the mob gets a +1 on the saving throw per square past the first as the front lines give cover to the back. (Note: mobs shouldn't have evasion; replace it with resistsnce to dex-save damage)</p><p></p><p>---</p><p></p><p>Zombie mob. 20 HP/square, +3 to hit, 1d6+1 damage, 8 AC</p><p>Soldier mob. 10 HP/square, +3 to hit, 1d6+1 damage, 16 AC</p><p></p><p>Mobs when they hit you can overrun. This provokes an OA as the mob moves into your space. If you fail to kill the square, you are now overrun (they have advantage and you have disadvantage on attacks).</p><p></p><p>If you are fully overrun and surrounded by 9 squares of guard/zombie, this becomes +11 to hit (advantage) for 4d6+1 damage with advantage.</p><p></p><p>If you hold a line and fight 3, it is +5 to hit for 2d6+1 damage. If they get a flank of 5 around you, it is +8 to hit for 3d6+1 damage.</p><p></p><p>---</p><p></p><p>Mobs have morale. This is a value that scales with squares. Each square killed does 1d10 morale damage, and reduces morale by that much. At the start of its turn, if it has less morale than the damage it took since the start of its last turn, the mob breaks and runs.</p><p></p><p>A morale of 10/square means you need to nearlycompletely annihilate them in one blow to make them break. 5 means you need to half kill them. Etc.</p><p></p><p>Leaders can provide bonus morale per square. Killing leaders can thus break the mob easier.</p><p></p><p><strong>Mob of Soldiers</strong>: Base monster is a Guard (for saves)</p><p>HP: 10/square</p><p>Morale: 3/square</p><p>AC: 16</p><p>ATK: +3 for 1d6+1</p><p></p><p>Fighting a 10x10 square mob (100 Guards).</p><p></p><p>A fireball hits the middle for 27 damage.</p><p></p><p>20 foot radius is 50 squares; the guards get a +49 (!) save bonus. But the successful save doesn't matter; 13 damage kills each square.</p><p></p><p>50d10 morale damage comes to 5d10*10 for 230 morale damage. It drops the guards to 70 morale; as the morale damage taken exceeds the remaining morale, the force breaks and runs, half of the guards dead.</p><p></p><p>Leaders have a leadership of their charisma bonus plus their proficiency bonus. They can lead a number of squares of mobs equal to their HD times their leadership score; this mob gains a morale bonus of half the leader's leadership score. If the leader is missing, incapacitated or killed, the mob takes that amount of morale damage. A leader can rally leaderless troops this way, healing their morale by the leader's bonus.</p><p></p><p>A knight has a leadership of +4 and can lead 32 squares, granting a +2 morale bonus per square. 3 knights could lead that mob of guards, granting an extra 64*3=192 morale. The guards, led by such heros, wouldn't break under the fireball above; they'd have 492-230=262 morale left.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8160964, member: 72555"] This is a simulationist approach. The idea is to create something that sort of acts like a pile of individual creatures without having to manage each creature. Mobs have 2 values: squares and HP/square. When a mob engages you, its squares engage you. They roll [w] damage per doubling of the number of squares engaged, and get a +1 to attack per square past the first engaged. If you are overrun they attack at advantage, and you have disadvantage. When you attack them, you kill squares; leftover damage if it passes 50% has a 50% chance to kill a square. If under 50%, the wounded falls back and a fresh troop replaces it. AOE damage is multiplied by the number of squares, but the mob gets a +1 on the saving throw per square past the first as the front lines give cover to the back. (Note: mobs shouldn't have evasion; replace it with resistsnce to dex-save damage) --- Zombie mob. 20 HP/square, +3 to hit, 1d6+1 damage, 8 AC Soldier mob. 10 HP/square, +3 to hit, 1d6+1 damage, 16 AC Mobs when they hit you can overrun. This provokes an OA as the mob moves into your space. If you fail to kill the square, you are now overrun (they have advantage and you have disadvantage on attacks). If you are fully overrun and surrounded by 9 squares of guard/zombie, this becomes +11 to hit (advantage) for 4d6+1 damage with advantage. If you hold a line and fight 3, it is +5 to hit for 2d6+1 damage. If they get a flank of 5 around you, it is +8 to hit for 3d6+1 damage. --- Mobs have morale. This is a value that scales with squares. Each square killed does 1d10 morale damage, and reduces morale by that much. At the start of its turn, if it has less morale than the damage it took since the start of its last turn, the mob breaks and runs. A morale of 10/square means you need to nearlycompletely annihilate them in one blow to make them break. 5 means you need to half kill them. Etc. Leaders can provide bonus morale per square. Killing leaders can thus break the mob easier. [B]Mob of Soldiers[/B]: Base monster is a Guard (for saves) HP: 10/square Morale: 3/square AC: 16 ATK: +3 for 1d6+1 Fighting a 10x10 square mob (100 Guards). A fireball hits the middle for 27 damage. 20 foot radius is 50 squares; the guards get a +49 (!) save bonus. But the successful save doesn't matter; 13 damage kills each square. 50d10 morale damage comes to 5d10*10 for 230 morale damage. It drops the guards to 70 morale; as the morale damage taken exceeds the remaining morale, the force breaks and runs, half of the guards dead. Leaders have a leadership of their charisma bonus plus their proficiency bonus. They can lead a number of squares of mobs equal to their HD times their leadership score; this mob gains a morale bonus of half the leader's leadership score. If the leader is missing, incapacitated or killed, the mob takes that amount of morale damage. A leader can rally leaderless troops this way, healing their morale by the leader's bonus. A knight has a leadership of +4 and can lead 32 squares, granting a +2 morale bonus per square. 3 knights could lead that mob of guards, granting an extra 64*3=192 morale. The guards, led by such heros, wouldn't break under the fireball above; they'd have 492-230=262 morale left. [/QUOTE]
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