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How to handle massive oncoming swarms
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<blockquote data-quote="NotAYakk" data-source="post: 8180052" data-attributes="member: 72555"><p>So when "overwealmed" by a mob, the mob gets advantage <em>and</em> +1 to hit for every extra foe.</p><p></p><p>A tweak to overwealmed:</p><p></p><p><strong>Overwealm</strong>: When hit by a melee attack by a mob, the mob can attempt to overwealm. This provokes an opportunity attack; the mob gets a bonus to its AC equal to its bonus on its attack roll (+1 per extra attacker, max +10). If the opportunity attack misses, the target is overwealmed; they are grabbed and restrained (DC 8+strength+proficiency+1 for every mob square adjacent to escape) and the mob moves into the square of the overwealmed creature.</p><p></p><p>Mobs can freely extend through squares of overwealmed creatures.</p><p></p><p>A skilled fighter holding a line or a choke point can prevent overwealmed ... until they get a bad roll. If surrounded it becomes much harder.</p><p></p><p>I like tying it into a reaction attack of "no, you aren't allowed, die". This makes fighter-types able to resist being overwealmed much better than non-fighter types, and boosts the damage melee characters get from being in contact with the mob.</p><p></p><p>The worst for melee foes is +8 and advantage (9 foes, including your square). Which in 5e bounded accuracy should be usually enough, and a character with crazy AC can avoid being hit (20 dex level 15 sword bard with +2 studded leather and a shield spell has 27.5 AC; with a +2 shield and haste has 33.5, which is roughly what you need to not be hit by an overwealming horde of under-CR-1 foes more than 10% of the time (!)). Damage is 4[W]+stat.</p><p></p><p></p><p>The horde's squares attack on the horde's turn. You work out which squares are attacking which players.</p><p></p><p>When in doubt the goal is to make it feel like normal monsters. Shortcuts (scaling damage, bonus to hit, save DC boosts, etc) are simulationist in nature, mathematical shortcuts to decently approximate what would happen if I actually rolled for every monster and accounted for cover etc.</p><p></p><p>Like, vulnerability to fireball is one thing; but by counting squares, the answer to "my fireball auto-kills zombies, why didn't it blast a 20' radius hole in them" gets answered. They get a huge save bonus (that scales with how many you try to take out) so take half damage, and it does blast a hole. The ones further from the center are only standing because they got cover from the raw amount of <strong>cooked meat</strong> between them and the center of the blast.</p><p></p><p>But hypnotic pattern and "mass save or suck":</p><p></p><p><strong>Saving Throws</strong>: The Mob gets a +1 bonus to saving throws for every addition target of an AOE spell beyond the first square. If the creatures have evasion or similar, it converts to advantage on the saving throw. For a spell that doesn't have half effect on a successful save, use the margin of victory to work out roughly how many squares are taken out by it.</p><p></p><p>Ie, a "save or suck" spell hits 20 squares. They get a +19 bonus to their saving throw, and beat it by 12. This means 12 squares save, and 8 squares fail. The spell was faerie fire; so until 8 squares are killed, attacks on the mob are at advantage.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8180052, member: 72555"] So when "overwealmed" by a mob, the mob gets advantage [I]and[/I] +1 to hit for every extra foe. A tweak to overwealmed: [b]Overwealm[/b]: When hit by a melee attack by a mob, the mob can attempt to overwealm. This provokes an opportunity attack; the mob gets a bonus to its AC equal to its bonus on its attack roll (+1 per extra attacker, max +10). If the opportunity attack misses, the target is overwealmed; they are grabbed and restrained (DC 8+strength+proficiency+1 for every mob square adjacent to escape) and the mob moves into the square of the overwealmed creature. Mobs can freely extend through squares of overwealmed creatures. A skilled fighter holding a line or a choke point can prevent overwealmed ... until they get a bad roll. If surrounded it becomes much harder. I like tying it into a reaction attack of "no, you aren't allowed, die". This makes fighter-types able to resist being overwealmed much better than non-fighter types, and boosts the damage melee characters get from being in contact with the mob. The worst for melee foes is +8 and advantage (9 foes, including your square). Which in 5e bounded accuracy should be usually enough, and a character with crazy AC can avoid being hit (20 dex level 15 sword bard with +2 studded leather and a shield spell has 27.5 AC; with a +2 shield and haste has 33.5, which is roughly what you need to not be hit by an overwealming horde of under-CR-1 foes more than 10% of the time (!)). Damage is 4[W]+stat. The horde's squares attack on the horde's turn. You work out which squares are attacking which players. When in doubt the goal is to make it feel like normal monsters. Shortcuts (scaling damage, bonus to hit, save DC boosts, etc) are simulationist in nature, mathematical shortcuts to decently approximate what would happen if I actually rolled for every monster and accounted for cover etc. Like, vulnerability to fireball is one thing; but by counting squares, the answer to "my fireball auto-kills zombies, why didn't it blast a 20' radius hole in them" gets answered. They get a huge save bonus (that scales with how many you try to take out) so take half damage, and it does blast a hole. The ones further from the center are only standing because they got cover from the raw amount of [B]cooked meat[/B] between them and the center of the blast. But hypnotic pattern and "mass save or suck": [b]Saving Throws[/b]: The Mob gets a +1 bonus to saving throws for every addition target of an AOE spell beyond the first square. If the creatures have evasion or similar, it converts to advantage on the saving throw. For a spell that doesn't have half effect on a successful save, use the margin of victory to work out roughly how many squares are taken out by it. Ie, a "save or suck" spell hits 20 squares. They get a +19 bonus to their saving throw, and beat it by 12. This means 12 squares save, and 8 squares fail. The spell was faerie fire; so until 8 squares are killed, attacks on the mob are at advantage. [/QUOTE]
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