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<blockquote data-quote="NotAYakk" data-source="post: 7944396" data-attributes="member: 72555"><p>I would want to embrace the simulation-first design of 5e for 5e minions.</p><p></p><p>Which means <strong>you don't make minions weaker</strong> because you want more of them.</p><p></p><p>I've played around with a Horde of Zombies. The idea is you have a packed mass of Zombies which are flowing down a pathway. To stop them, you literally have to kill enough zombies. When they reach you, they attack, and they'll flow over you.</p><p></p><p>Each zombie has 22 HP. If they are packed in, you'll have 1.5-2.0 zombies per square. Through in undead fortitude, and call it 50 HP per square.</p><p></p><p>The zombies have a speed of 20 ft. I'll assume they are dashing for 40 ft (fast zombies).</p><p></p><p>The horde has a bunch of HP, possibly infinite. "Real" damage gets deducted here.</p><p></p><p>Find out the choke point (the width of the flow). It generates 400 points of "flow" per 5' wide in the choke point.</p><p></p><p>Divide the front of the zombies by 10'. Every 100 points of "flow" per 10' width the zombies advance 5'.</p><p></p><p>Damage both attacks the horde total HP, and reduces its flow.</p><p></p><p>Damage per square is capped at 50.</p><p></p><p>Static damage obstacles deal 10x damage (like a cloud of daggers) as the zombies flow over it, capped at 400. Zombies can learn to avoid it, halving damage, if there isn't a choke point there.</p><p></p><p>Choking off 1 square of flow can reduce the flow by 400 per turn.</p><p></p><p>When it engages foes it slows down; every attack the horde does slows the flow by 100 points.</p><p></p><p>Area effect abilities deal damage per-square, doubled, capped at 50/square.</p><p></p><p>Attacks on the horde have advantage (because packed), and it has disadvantage on all saving throws (because packed). Or you can just have it always be hit, and never pass a saving throw.</p><p></p><p>It does +5 to hit, 5 damage, 10 on a crit. It gets 2 attacks on adjacent, 5 if you are within the edge, and 10 attacks on fully embedded foes.</p><p></p><p>On foes with at least 25 AC it deals 4 damage on adjacent, 10 on the edge, and 20 on embedded. If you are immune to crits, halve this damage.</p><p></p><p>There we go. That is a quick simulation of a near infinite (or actual infinite) horde of zombies.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7944396, member: 72555"] I would want to embrace the simulation-first design of 5e for 5e minions. Which means [b]you don't make minions weaker[/b] because you want more of them. I've played around with a Horde of Zombies. The idea is you have a packed mass of Zombies which are flowing down a pathway. To stop them, you literally have to kill enough zombies. When they reach you, they attack, and they'll flow over you. Each zombie has 22 HP. If they are packed in, you'll have 1.5-2.0 zombies per square. Through in undead fortitude, and call it 50 HP per square. The zombies have a speed of 20 ft. I'll assume they are dashing for 40 ft (fast zombies). The horde has a bunch of HP, possibly infinite. "Real" damage gets deducted here. Find out the choke point (the width of the flow). It generates 400 points of "flow" per 5' wide in the choke point. Divide the front of the zombies by 10'. Every 100 points of "flow" per 10' width the zombies advance 5'. Damage both attacks the horde total HP, and reduces its flow. Damage per square is capped at 50. Static damage obstacles deal 10x damage (like a cloud of daggers) as the zombies flow over it, capped at 400. Zombies can learn to avoid it, halving damage, if there isn't a choke point there. Choking off 1 square of flow can reduce the flow by 400 per turn. When it engages foes it slows down; every attack the horde does slows the flow by 100 points. Area effect abilities deal damage per-square, doubled, capped at 50/square. Attacks on the horde have advantage (because packed), and it has disadvantage on all saving throws (because packed). Or you can just have it always be hit, and never pass a saving throw. It does +5 to hit, 5 damage, 10 on a crit. It gets 2 attacks on adjacent, 5 if you are within the edge, and 10 attacks on fully embedded foes. On foes with at least 25 AC it deals 4 damage on adjacent, 10 on the edge, and 20 on embedded. If you are immune to crits, halve this damage. There we go. That is a quick simulation of a near infinite (or actual infinite) horde of zombies. [/QUOTE]
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