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General Tabletop Discussion
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How to handle massive oncoming swarms
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<blockquote data-quote="MNblockhead" data-source="post: 8179983" data-attributes="member: 6796661"><p>Nice! Another great idea I'm going to use. </p><p></p><p>A mixture of horde stat blocks and this HP/square idea will really help. I like how saves and morale works.</p><p></p><p>One thing I need to think about, which I might change is the to-hit bonus. If someone is surrounded by Zombies...not just 8, but a horde pressing in, even a +11 means you need to roll over 10 to hit most well armored fighters. Not sure how I want to tweak it. Maybe if you are are surrounded completely, they auto hit. If you are flanked the hit is at advantage. </p><p></p><p>Also, if you have the party surrounded with the mob around them and between them do you roll for the mob to hit more than one player per turn? I'm thinking I would not give the mob initiative. Instead I roll to hit for the mob at the end of each players turn. Give the character an opportunity to move to a better location or decrease the number of attackers (hp per square). E.g. the mob auto-hits or rolls to hit after each characters turn if that character is adjacent to at least one mob square. </p><p></p><p>While I like the "horde" for more powerful and intelligent mobs, esp in more open areas or TOM play, the HP per square rules is great for the stream of monsters issues I rose in the OP. Also great for large numbers of weak minions and very easy to put into play with very little prep. Also easy to use with a VTT.</p><p></p><p>I'm thinking a mix of the two approaches could work well. HP per square, indicating mob-controlled sqares but also total HP tracked on mob stat block and add some of the traits and actions discussed in other posts. </p><p></p><p>This is already making me excited about running mob encounters. Thanks guys!</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8179983, member: 6796661"] Nice! Another great idea I'm going to use. A mixture of horde stat blocks and this HP/square idea will really help. I like how saves and morale works. One thing I need to think about, which I might change is the to-hit bonus. If someone is surrounded by Zombies...not just 8, but a horde pressing in, even a +11 means you need to roll over 10 to hit most well armored fighters. Not sure how I want to tweak it. Maybe if you are are surrounded completely, they auto hit. If you are flanked the hit is at advantage. Also, if you have the party surrounded with the mob around them and between them do you roll for the mob to hit more than one player per turn? I'm thinking I would not give the mob initiative. Instead I roll to hit for the mob at the end of each players turn. Give the character an opportunity to move to a better location or decrease the number of attackers (hp per square). E.g. the mob auto-hits or rolls to hit after each characters turn if that character is adjacent to at least one mob square. While I like the "horde" for more powerful and intelligent mobs, esp in more open areas or TOM play, the HP per square rules is great for the stream of monsters issues I rose in the OP. Also great for large numbers of weak minions and very easy to put into play with very little prep. Also easy to use with a VTT. I'm thinking a mix of the two approaches could work well. HP per square, indicating mob-controlled sqares but also total HP tracked on mob stat block and add some of the traits and actions discussed in other posts. This is already making me excited about running mob encounters. Thanks guys! [/QUOTE]
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