Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How To Do a Mob
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6747744" data-attributes="member: 4937"><p>Mob's - like any large group - are extremely difficult to handle. Attempts to handle this as single creatures usually break because they overestimate the power of a mob. Attempts to handle them as a mass tends to result in crushingly slow and repetitive gameplay.</p><p></p><p>If you are going to handle a mob as a single creature, take particular care to work out your math to make the results correspond to roughly what the finer resolution game state implies. One important thing to note is that how dangerous a mob is depends on the number of squares adjacent to you occupied by the mob. This is why formations are so effective against mobs. Resolve the mob as a single relatively weak attack that gains a +1 bonus for each square beyond the first adjacent to the attacker occupied by the 'mob' plus any flanking bonus involved. This represents that most members of the mob are basically taking an 'assist other' action. I find that giving the attack exploding dice for damage as a special effect or giving the mob a bonus attack if the target is flanked by the mob works better for the sort of damage curve you'd expect for a mob attack than giving the mob a big single attack. In 5e, you might give the mob advantage on damage inflicted. But it's perfectly fine to resolve the entire mob as a single attack on each adjacent target doing 1d3 or 1d4 damage.</p><p></p><p>The biggest danger of a mob is their ability to use their mass to trample down something. A mob that hits should get an additional trip (to knock the target down) or bulrush attack (to move the target where it can be more easily surrounded). Also, a mob should get either improved critical threat range or a bonus attack against a prone target, representing the danger of trampling. I prefer the critical threat range to bonus attacks because you end up with less die rolling, but which is better will depend on the rules set you have and what it allows.</p><p></p><p>Instead of hit points, track the mob by the number of squares it occupies, where each attack doing 3 or more damage (for example) eliminates a square. Area of effect attacks eliminate a number of squares according to the area that it effects.</p><p></p><p>Using these simplifications, you get a reasonable compromise between treating it as a single attacker (with implied massive hit dice, see the Swarm template for where this can go wrong) and treating it as individuals that each have actions to track.</p><p></p><p>An alternative approach is to use a mass combat system of some sort, but I've never seen one of these I can really recommend.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6747744, member: 4937"] Mob's - like any large group - are extremely difficult to handle. Attempts to handle this as single creatures usually break because they overestimate the power of a mob. Attempts to handle them as a mass tends to result in crushingly slow and repetitive gameplay. If you are going to handle a mob as a single creature, take particular care to work out your math to make the results correspond to roughly what the finer resolution game state implies. One important thing to note is that how dangerous a mob is depends on the number of squares adjacent to you occupied by the mob. This is why formations are so effective against mobs. Resolve the mob as a single relatively weak attack that gains a +1 bonus for each square beyond the first adjacent to the attacker occupied by the 'mob' plus any flanking bonus involved. This represents that most members of the mob are basically taking an 'assist other' action. I find that giving the attack exploding dice for damage as a special effect or giving the mob a bonus attack if the target is flanked by the mob works better for the sort of damage curve you'd expect for a mob attack than giving the mob a big single attack. In 5e, you might give the mob advantage on damage inflicted. But it's perfectly fine to resolve the entire mob as a single attack on each adjacent target doing 1d3 or 1d4 damage. The biggest danger of a mob is their ability to use their mass to trample down something. A mob that hits should get an additional trip (to knock the target down) or bulrush attack (to move the target where it can be more easily surrounded). Also, a mob should get either improved critical threat range or a bonus attack against a prone target, representing the danger of trampling. I prefer the critical threat range to bonus attacks because you end up with less die rolling, but which is better will depend on the rules set you have and what it allows. Instead of hit points, track the mob by the number of squares it occupies, where each attack doing 3 or more damage (for example) eliminates a square. Area of effect attacks eliminate a number of squares according to the area that it effects. Using these simplifications, you get a reasonable compromise between treating it as a single attacker (with implied massive hit dice, see the Swarm template for where this can go wrong) and treating it as individuals that each have actions to track. An alternative approach is to use a mass combat system of some sort, but I've never seen one of these I can really recommend. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How To Do a Mob
Top