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MnM Mooks and Innocents
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<blockquote data-quote="DanMcS" data-source="post: 1794723" data-attributes="member: 6530"><p>This table would be very hard to create- for instance, a character that sinks 6 points into power attack, cleave, and great cleave (er, takedown attack, whatever they renamed it), or a character with the area extra on an energy blast, is much more dangerous to mooks, without being any more dangerous to named adversaries, really. So you can't really do it based on power level.</p><p></p><p>Someone with a energy blast 10 (extra:area), a 30 point power, could force reflex and then damage saves over most of a battle map, which would take out most every mook it hit, where someone with super-strength 10 (extra: protection, leaping), a 60 point power, would be limited to the ones he could reach, even though his power is rather more expensive than the blaster.</p><p></p><p>So it's going to depend on your PCs. If you want to stall them for several rounds, that's going to be hard, because if there's a named bad guy standing there, they are going to (correctly) peg him as the threat, detail one or two of the party to clean up the mooks, and then concentrate fire on the main baddy.</p><p></p><p>If it's only mooks, then it's basically number of PCs * number of attacks they can pull off in a round * number of rounds you want this to take.</p><p></p><p>If you really want to delay them, say while your evil mastermind finishes his diabolical plot, then mix in some mooks and some named but lower-powered villains as the opposition. Two PL 7 or 8 villains and a passle of mooks is going to be a much more effective speedbump than two passles of mooks.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1794723, member: 6530"] This table would be very hard to create- for instance, a character that sinks 6 points into power attack, cleave, and great cleave (er, takedown attack, whatever they renamed it), or a character with the area extra on an energy blast, is much more dangerous to mooks, without being any more dangerous to named adversaries, really. So you can't really do it based on power level. Someone with a energy blast 10 (extra:area), a 30 point power, could force reflex and then damage saves over most of a battle map, which would take out most every mook it hit, where someone with super-strength 10 (extra: protection, leaping), a 60 point power, would be limited to the ones he could reach, even though his power is rather more expensive than the blaster. So it's going to depend on your PCs. If you want to stall them for several rounds, that's going to be hard, because if there's a named bad guy standing there, they are going to (correctly) peg him as the threat, detail one or two of the party to clean up the mooks, and then concentrate fire on the main baddy. If it's only mooks, then it's basically number of PCs * number of attacks they can pull off in a round * number of rounds you want this to take. If you really want to delay them, say while your evil mastermind finishes his diabolical plot, then mix in some mooks and some named but lower-powered villains as the opposition. Two PL 7 or 8 villains and a passle of mooks is going to be a much more effective speedbump than two passles of mooks. [/QUOTE]
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