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General Tabletop Discussion
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How to handle massive oncoming swarms
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<blockquote data-quote="NotAYakk" data-source="post: 8179736" data-attributes="member: 72555"><p>Here is a sketch of simulationist mob rules:</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/handling-mobs.677355/#post-8160964[/URL]</p><p></p><p>you work out their HP/square and have damage/AC/save DCs/etc scale with the number of attackers in a pretty simple manner.</p><p></p><p>HP damage instead kills squares of it. You don't track individual monster HP, just squares. And you round HP/square to something nice.</p><p></p><p>When someone throws a fireball that hits 20 squares of it, you roll 8d6*20 and give them a +10 (+1 per square beyond the first, capped at +10) save bonus (this represents that the ones in front give cover to the ones behind). They pass (naturally) and take 8d6*10, or 280 damage. If they have 20 HP/square, that is 14 squares dead.</p><p></p><p>Similarly, their attacks are massed; every doubling of attackers gives them an extra set of damage dice, and they get +1 to hit for every attacker beyond the first (up to +10).</p><p></p><p>So if you are surrounded by 8 of them, they get +7 to hit and deal 4[W]+stat damage on a hit.</p><p></p><p>In this model, players who want to fight it have to actually fight it, but we reduce interaction to 1 roll per interaction, instead of 1 per monster.</p><p></p><p>A fun part of this is you can simulate infinite hordes this way; like a wave of zombies. Each entrance has a number of zombie squares/round incoming (based off a choke point and how fast they move). Killing them just pushes back the wave by a certain number of squares.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8179736, member: 72555"] Here is a sketch of simulationist mob rules: [URL unfurl="true"]https://www.enworld.org/threads/handling-mobs.677355/#post-8160964[/URL] you work out their HP/square and have damage/AC/save DCs/etc scale with the number of attackers in a pretty simple manner. HP damage instead kills squares of it. You don't track individual monster HP, just squares. And you round HP/square to something nice. When someone throws a fireball that hits 20 squares of it, you roll 8d6*20 and give them a +10 (+1 per square beyond the first, capped at +10) save bonus (this represents that the ones in front give cover to the ones behind). They pass (naturally) and take 8d6*10, or 280 damage. If they have 20 HP/square, that is 14 squares dead. Similarly, their attacks are massed; every doubling of attackers gives them an extra set of damage dice, and they get +1 to hit for every attacker beyond the first (up to +10). So if you are surrounded by 8 of them, they get +7 to hit and deal 4[W]+stat damage on a hit. In this model, players who want to fight it have to actually fight it, but we reduce interaction to 1 roll per interaction, instead of 1 per monster. A fun part of this is you can simulate infinite hordes this way; like a wave of zombies. Each entrance has a number of zombie squares/round incoming (based off a choke point and how fast they move). Killing them just pushes back the wave by a certain number of squares. [/QUOTE]
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