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General Tabletop Discussion
*Dungeons & Dragons
How to make PC mobs less of a slog in combat
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<blockquote data-quote="NotAYakk" data-source="post: 8270393" data-attributes="member: 72555"><p><strong>Gang Rules</strong></p><p></p><p>A Gang is a group of small or medium creatures that act as a unit.</p><p></p><p>Gangs have HP per <strong>square</strong>, and attack as one.</p><p></p><p>Start with the statistics of the monster that is part of the gang.</p><p></p><p>The Gang's HP per square and attributes/saving throws is then the monster's HP, rounded to make it easier.</p><p></p><p><strong>Saving Throws</strong>: When a spell is cast on the gang, roll a single saving throw. If you fail, give them a bonus equal to +1 for every two squares targeted by the spell; if this bonus makes them pass, the spell acts as if half of the squares passed the saving throw.</p><p></p><p><strong>Gang Attack</strong>: When the Gang attacks, assign squares to attack various creatures. Make one attack roll per creature. The Gang gets a +1 bonus to the attack roll for 2 squares that attacks a creature, and it deals extra damage dice for every doubling of squares attacking:</p><p></p><p>1 Square: no extra dice</p><p>2 Squares: +1 set of dice (so 2[W])</p><p>4 Squares: +2 set of dice (3[W])</p><p>8 Squares: +3 set of dice (4[W])</p><p>16 Squares: +4 set of dice (5[W])</p><p>etc.</p><p></p><p>Gang Attack can only be used on the Gang's turn.</p><p></p><p><strong>Overrun</strong>: If the Gang hits a creature it can overrun it, moving itself over the creature. When overrun, the Gang has advantage on attacks on you, you have disadvantage on attacks on the Gang, and if you cast a spell or make a ranged weapon attack the Gang can make a non-Gang attack on you; if it hits, you must make a concentration check to avoid losing the spell or attack.</p><p></p><p><strong>Damage Taken</strong>: The Gang loses squares as it takes damage. A square does not track damage separately, but damage from an attack is limited to the number of squares it could kill. Ie, if a paladin is adjacent to 1 square of a Gang with 10 HP/square and it deals 30 damage with an attack, only 1 square dies. Similarly for a fireball.</p><p></p><p>Damage that exceeds the Gang's square HP costs it a square, even if it nominally is spread out.</p><p></p><p>So 20 damage per square on 10 squares of a 60 HP/square gang does 200 damage, which kills 3 squares and has 20 damage left over.</p><p></p><p>200 damage per square on 3 squares of a 60 HP/square gang kills 3 squares, and nothing left over.</p><p></p><p>---</p><p></p><h3>Berserker Gang</h3><p>As Berserker.</p><p><strong>HP:</strong> 60 per square</p><p><strong>Gang Attack: </strong>+5 to hit (+1 for every 2 squares engaged). 1d12+3 damage (+1d12 at 2, 4 and 8 squares engaged).</p><p></p><p>So a Brass Horn that summons a 10 square Berserker Gang.</p><p></p><p>It acts (as noted) on the PC's turn. It runs up to a dragon and attacks.</p><p></p><p>They surround the dragon and reckless attack. They make a +5+5 (+10) to hit attack for 4d12+3 damage with advantage. It hits, and they overrun.</p><p></p><p>The dragon is pissed. It does a wing attack (DC 22, 15 damage). This hits all of the gang.</p><p></p><p>The gang has a +0 dex save, +5 from 10 squares targetted. It rolls a 18+5, enough so that half save. It takes 75 damage (15*5), and one square dies and it is down 15 more HP.</p><p></p><p>Next legendary action, it lashes out with its tail. It is overrun, but the gang was reckless, so even dice. It hits (+14 hard to miss) and does 17 more damage. Gang is now at 9 squares x 60 HP and has taken 32 damage.</p><p></p><p>On the dragon's turn, it moves to reposition and takes an opportunity attack. It then breathes fire for 63 damage on 7 squares of the gang. The gang gets a +4 saving throw (9/2 round down is +4); the dice are hot today, it passed with the +4 bonus!</p><p></p><p>This acts as if 4 failed and 3 passed. The 4 that failed take 63 damage/square; they fry. The 3 that pass take 31 damage/square for 93 damage. That is 1 square dead plus 33 damage. The leftover 32 damage from earlier plus 33 is 65, another square dead.</p><p></p><p>9 - 4 - 1 - 1 is 3 square left, and 5 damage on those 3 squares.</p><p></p><p>Had the gang fully failed the saving throw, squares hit by the breath would just die as 63>60 HP/square.</p><p></p><p>When reduced to 1 square, gangs become an individual creature with any leftover damage.</p><p></p><p>---</p><p></p><p>The goal here is to give the feel of the mass combat rules without having to do math on the fly.</p><p></p><p>You have to handle "squares killed" and count doublings for damage scaling and squares attacking a target and deal with the square damage rules. And when the +1/2 squares bonus kicks in, you have to adjudicate "half passed the save, half did not".</p><p></p><p>The goal of the +1/2 squares to hit and scaling damage is to resolve the damage quickly without having to roll a pile of times.</p><p></p><p>Overrun is aimed at the feeling of "you are surrounded by a horde of zombies grabbing at you".</p><p></p><p>Doubling damage dice numbers with the attack bonus isn't OP compared to just rolling buckets of dice.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8270393, member: 72555"] [B]Gang Rules[/B] A Gang is a group of small or medium creatures that act as a unit. Gangs have HP per [B]square[/B], and attack as one. Start with the statistics of the monster that is part of the gang. The Gang's HP per square and attributes/saving throws is then the monster's HP, rounded to make it easier. [B]Saving Throws[/B]: When a spell is cast on the gang, roll a single saving throw. If you fail, give them a bonus equal to +1 for every two squares targeted by the spell; if this bonus makes them pass, the spell acts as if half of the squares passed the saving throw. [B]Gang Attack[/B]: When the Gang attacks, assign squares to attack various creatures. Make one attack roll per creature. The Gang gets a +1 bonus to the attack roll for 2 squares that attacks a creature, and it deals extra damage dice for every doubling of squares attacking: 1 Square: no extra dice 2 Squares: +1 set of dice (so 2[W]) 4 Squares: +2 set of dice (3[W]) 8 Squares: +3 set of dice (4[W]) 16 Squares: +4 set of dice (5[W]) etc. Gang Attack can only be used on the Gang's turn. [B]Overrun[/B]: If the Gang hits a creature it can overrun it, moving itself over the creature. When overrun, the Gang has advantage on attacks on you, you have disadvantage on attacks on the Gang, and if you cast a spell or make a ranged weapon attack the Gang can make a non-Gang attack on you; if it hits, you must make a concentration check to avoid losing the spell or attack. [B]Damage Taken[/B]: The Gang loses squares as it takes damage. A square does not track damage separately, but damage from an attack is limited to the number of squares it could kill. Ie, if a paladin is adjacent to 1 square of a Gang with 10 HP/square and it deals 30 damage with an attack, only 1 square dies. Similarly for a fireball. Damage that exceeds the Gang's square HP costs it a square, even if it nominally is spread out. So 20 damage per square on 10 squares of a 60 HP/square gang does 200 damage, which kills 3 squares and has 20 damage left over. 200 damage per square on 3 squares of a 60 HP/square gang kills 3 squares, and nothing left over. --- [HEADING=2]Berserker Gang[/HEADING] As Berserker. [B]HP:[/B] 60 per square [B]Gang Attack: [/B]+5 to hit (+1 for every 2 squares engaged). 1d12+3 damage (+1d12 at 2, 4 and 8 squares engaged). So a Brass Horn that summons a 10 square Berserker Gang. It acts (as noted) on the PC's turn. It runs up to a dragon and attacks. They surround the dragon and reckless attack. They make a +5+5 (+10) to hit attack for 4d12+3 damage with advantage. It hits, and they overrun. The dragon is pissed. It does a wing attack (DC 22, 15 damage). This hits all of the gang. The gang has a +0 dex save, +5 from 10 squares targetted. It rolls a 18+5, enough so that half save. It takes 75 damage (15*5), and one square dies and it is down 15 more HP. Next legendary action, it lashes out with its tail. It is overrun, but the gang was reckless, so even dice. It hits (+14 hard to miss) and does 17 more damage. Gang is now at 9 squares x 60 HP and has taken 32 damage. On the dragon's turn, it moves to reposition and takes an opportunity attack. It then breathes fire for 63 damage on 7 squares of the gang. The gang gets a +4 saving throw (9/2 round down is +4); the dice are hot today, it passed with the +4 bonus! This acts as if 4 failed and 3 passed. The 4 that failed take 63 damage/square; they fry. The 3 that pass take 31 damage/square for 93 damage. That is 1 square dead plus 33 damage. The leftover 32 damage from earlier plus 33 is 65, another square dead. 9 - 4 - 1 - 1 is 3 square left, and 5 damage on those 3 squares. Had the gang fully failed the saving throw, squares hit by the breath would just die as 63>60 HP/square. When reduced to 1 square, gangs become an individual creature with any leftover damage. --- The goal here is to give the feel of the mass combat rules without having to do math on the fly. You have to handle "squares killed" and count doublings for damage scaling and squares attacking a target and deal with the square damage rules. And when the +1/2 squares bonus kicks in, you have to adjudicate "half passed the save, half did not". The goal of the +1/2 squares to hit and scaling damage is to resolve the damage quickly without having to roll a pile of times. Overrun is aimed at the feeling of "you are surrounded by a horde of zombies grabbing at you". Doubling damage dice numbers with the attack bonus isn't OP compared to just rolling buckets of dice. [/QUOTE]
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