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<blockquote data-quote="GamerMan12" data-source="post: 1127396" data-attributes="member: 1384"><p>While Cry Havoc rules may be your answer (I haven't read them) I would prefer to set something up that suits my campaign, YMMV. The following situations would all be different.</p><p></p><p>100 mooks rush party with no thought to tactics.</p><p></p><p>100 mooks intelligently engage party and are able to withdraw or change tactics based on what is happening, such as target the Wizard when he starts casting a spell.</p><p></p><p>In the first case, you can simplify things, with high AC characters only being hit by 5% of any attacks. If they are surrounded just simplify that to the 8 mook attackers on the fighter have a 40% chance of 1 hit, and if the fighter is high enough level and has cleave and greater cleave, he has a very high chance of killing all 8, say 95%. (Due to multiple attacks etc.) and even then he would still kill, say d8.</p><p></p><p>So for 3 or 4 rolls you can resolve a round of combat of 8 mooks attacking a fighter.</p><p></p><p>With bow fire, just have 5% of attacks be hits. If it is intelligent fire at least one hit will be against the Wizard</p><p>and the rest spread out.</p><p></p><p>For fireballs and area of effect spells, just rule how many mooks are in the area.</p><p></p><p>With this type of philosophy you can realtively quickly run through this type of combat, but still have it be D&D.</p><p></p><p></p><p>I don't like the idea of rolling a couple of dice and determining the whole outcome of a party combat. D&D should be personal and an individual/party struggle.</p><p></p><p>So with the second case, I would slog it out a bit more.</p><p></p><p>For army vs army, fine a few dice rolls are OK.</p><p></p><p>BTW, In my previous campaign, the only fight my (high level) players ran away from was when they faced a couple of hundred pygmy bowmen in Jungle terrain. The shower of arrows with 5% hitting, was too much for them.</p><p></p><p>GM12</p></blockquote><p></p>
[QUOTE="GamerMan12, post: 1127396, member: 1384"] While Cry Havoc rules may be your answer (I haven't read them) I would prefer to set something up that suits my campaign, YMMV. The following situations would all be different. 100 mooks rush party with no thought to tactics. 100 mooks intelligently engage party and are able to withdraw or change tactics based on what is happening, such as target the Wizard when he starts casting a spell. In the first case, you can simplify things, with high AC characters only being hit by 5% of any attacks. If they are surrounded just simplify that to the 8 mook attackers on the fighter have a 40% chance of 1 hit, and if the fighter is high enough level and has cleave and greater cleave, he has a very high chance of killing all 8, say 95%. (Due to multiple attacks etc.) and even then he would still kill, say d8. So for 3 or 4 rolls you can resolve a round of combat of 8 mooks attacking a fighter. With bow fire, just have 5% of attacks be hits. If it is intelligent fire at least one hit will be against the Wizard and the rest spread out. For fireballs and area of effect spells, just rule how many mooks are in the area. With this type of philosophy you can realtively quickly run through this type of combat, but still have it be D&D. I don't like the idea of rolling a couple of dice and determining the whole outcome of a party combat. D&D should be personal and an individual/party struggle. So with the second case, I would slog it out a bit more. For army vs army, fine a few dice rolls are OK. BTW, In my previous campaign, the only fight my (high level) players ran away from was when they faced a couple of hundred pygmy bowmen in Jungle terrain. The shower of arrows with 5% hitting, was too much for them. GM12 [/QUOTE]
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