I'd have archer mobs use the concentrated fire rules from Heroes of Battle. Specifically, they don't fire at a characterm but rather at a series of squares shaped like the mob itself. See HoB for details.EricNoah said:I used a couple of mobs of hobgoblin soldiers in the City of Brindol chapter of Red Hand of Doom. My players did a nice job of whittling them down as they slowly moved down the street. It was definitely more effective than just throwing 60 1st-level hobgoblins at a bunch of 10th level characters, so in that sense it was a success.
I like the ideas I've seen above. Not sure how I would handle a ranged attack myself. I would want the PCs' shields to be effective against a hail of arrows. I don't know if I'd want a rogue to be able to use evasion. So I'm not sure a Reflex save mechanic is the way to go. Not that I have a better solution!
Not quite.Bayushi Seikuro said:I was just coming in to say what Klaus said about the archers.
Basically, archer mobs fire volleys that are area of effect in an area shaped like the mob.
So, a group of ten archers, lined up five wide, and two deep, hits those same squares. Heroes of Battle covers it, but basically they do damage equal to each arrow, save for half. So, 10d6 in those squares, with a reflex save for half.