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How To Do a Mob
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<blockquote data-quote="GreenTengu" data-source="post: 6747667" data-attributes="member: 6777454"><p>I don't have any good mechanics for this right now myself, I was wondering if anyone had some ideas on how to do it. What I want to do is come up a with a pretty clean way of doing a mob of enemies.</p><p></p><p>The idea would be a situation where you would have a large number of enemies, at least 10 and outnumbering players 2:1. Whether it be demons pouring out of a portal or an enemy army charging or guards rushing into the town square to engage with the PCs.</p><p></p><p>In any of these scenarios, the number of enemies means you generally don't want to have to bother to track the exact position, health, or specific action of any of the enemies. Instead this would be more or less left up to the imagination of the players. There are just too many of them and they are individually so far below the power level of the players that the heroes can defeat them individually quite easily.</p><p></p><p>The other things to focus on would be that one should not need to make more than a single attack against each player representing the enemies that focus on them, and the fact that in many of these scenarios the enemies engaging with the heroes is very likely to grow in size and become better coordinated as the battle wages on. So in a scenario where the heroes need to hold back an army of 50 skeletons for two minute while the spell to dismiss them is being prepared or they need to hold off the enemies pouring out of the fortress while their escape route is being prepared-- the players don't get hit with 50 attacks on the first turn, but the numbers are likely to grow faster than they can cut them down and it is going to become harder to avoid damage and the amount of damage possible can increase. So basically this would be ideally leveraged in situations where the heroes are very likely not to win in the long term if they decide to stick it out until the end, but they would have things easily in hand for the first few rounds.</p><p></p><p>Ideally I think I want to treat this as a single enemy starting with high hit points but very low accuracy and attack power that basically regenerates, and as its hit points rise so does its accuracy and attack power, but if the heroes manage to lower its hit points quite a bit both its accuracy and attack power decrease. It should be able to affect all targets "in melee" with more powerful attacks and those at ranged with less effectiveness since less of the mob are likely to be equipped with ranged weapons.</p><p></p><p>The major issue I can see arising is how magic, particularly single-target and multi-target blasty magic works in the game. Conceptually I would think that they would, beyond the initial round, be as scattered as the party and sort of mixed in with them or something. Or just randomize how many "targets" the area blast hits depending on how large of an area it generally affects and then multiply the damage by that amount.</p><p></p><p>Has anyone worked on anything of this sort?</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6747667, member: 6777454"] I don't have any good mechanics for this right now myself, I was wondering if anyone had some ideas on how to do it. What I want to do is come up a with a pretty clean way of doing a mob of enemies. The idea would be a situation where you would have a large number of enemies, at least 10 and outnumbering players 2:1. Whether it be demons pouring out of a portal or an enemy army charging or guards rushing into the town square to engage with the PCs. In any of these scenarios, the number of enemies means you generally don't want to have to bother to track the exact position, health, or specific action of any of the enemies. Instead this would be more or less left up to the imagination of the players. There are just too many of them and they are individually so far below the power level of the players that the heroes can defeat them individually quite easily. The other things to focus on would be that one should not need to make more than a single attack against each player representing the enemies that focus on them, and the fact that in many of these scenarios the enemies engaging with the heroes is very likely to grow in size and become better coordinated as the battle wages on. So in a scenario where the heroes need to hold back an army of 50 skeletons for two minute while the spell to dismiss them is being prepared or they need to hold off the enemies pouring out of the fortress while their escape route is being prepared-- the players don't get hit with 50 attacks on the first turn, but the numbers are likely to grow faster than they can cut them down and it is going to become harder to avoid damage and the amount of damage possible can increase. So basically this would be ideally leveraged in situations where the heroes are very likely not to win in the long term if they decide to stick it out until the end, but they would have things easily in hand for the first few rounds. Ideally I think I want to treat this as a single enemy starting with high hit points but very low accuracy and attack power that basically regenerates, and as its hit points rise so does its accuracy and attack power, but if the heroes manage to lower its hit points quite a bit both its accuracy and attack power decrease. It should be able to affect all targets "in melee" with more powerful attacks and those at ranged with less effectiveness since less of the mob are likely to be equipped with ranged weapons. The major issue I can see arising is how magic, particularly single-target and multi-target blasty magic works in the game. Conceptually I would think that they would, beyond the initial round, be as scattered as the party and sort of mixed in with them or something. Or just randomize how many "targets" the area blast hits depending on how large of an area it generally affects and then multiply the damage by that amount. Has anyone worked on anything of this sort? [/QUOTE]
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