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"Mook" rules for 4E monsters?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3884651" data-attributes="member: 704"><p>Depends on what your actual goal is. For my games, the Mook type monsters are not meant to win, but they are meant to keep the party busy and to keep the players from being careless. They provide all sorts of uses.</p><p></p><p>1) They can keep a low AC spell caster neutralized with ranged weapons and readied actions.</p><p>2) They minimize the players damage output due to Overkill.</p><p>3) They provide occasional damage making them worth while against Low Ac or Low HD.</p><p>4) They provide Aid Another bonuses to the primary threats</p><p>5) They buy time for the primary opponents to use their abilities.</p><p></p><p>Points 1 and 3 are very much worth mentioning. Even mook level archers are ususally enough to cause serious problems for Sorcerers and Wizards. They can also hit semi-reliably against light armour opponents. This makes them VERY cost effective against many PC's. If the AC sucks, they can nickle and dime the target to death. And if the target has a good AC but a low HD, than even the occasional 1d8 damage can cause serious problems.</p><p></p><p>Point 2 is also handy. A Fireball is a great spell for clearing mooks. Unless your player makes a habit of rolling 6d6 and having it total up to 8 damage, it will wipe your standard mooks out. It is also pretty solid for doing damage to your primary opponents, 6d6 averages out to 21 or 10 damage on a save. If you let your wizard drop that on your opponent, it will just hasten your demise. But if he has to drop it on a bunch of Orcs, he just wasted a pretty heavy spell. The same applies to those high damage outputs of your fighters. 14 damage ona single hit is not a big deal if the target only had 6 HP, but if your target had 40 hp, he is well on his way to dead.</p><p></p><p>Point 5 is the most important though. As a DM, when I go to the trouble of putting together a non mook, I want to be able to show off how badass it is. For pure melee types, all you need to do is wade in, roll the attack die, and inform your plate armoured tank that you just scored a hit on an 8. But if your using a caster type, your not going to pull of that cool trick if you eat a bunch of damage in the opening round. And I really do not want to have to give every spell caster I use some form of Regeneration or a mid 20's AC before any buffs.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3884651, member: 704"] Depends on what your actual goal is. For my games, the Mook type monsters are not meant to win, but they are meant to keep the party busy and to keep the players from being careless. They provide all sorts of uses. 1) They can keep a low AC spell caster neutralized with ranged weapons and readied actions. 2) They minimize the players damage output due to Overkill. 3) They provide occasional damage making them worth while against Low Ac or Low HD. 4) They provide Aid Another bonuses to the primary threats 5) They buy time for the primary opponents to use their abilities. Points 1 and 3 are very much worth mentioning. Even mook level archers are ususally enough to cause serious problems for Sorcerers and Wizards. They can also hit semi-reliably against light armour opponents. This makes them VERY cost effective against many PC's. If the AC sucks, they can nickle and dime the target to death. And if the target has a good AC but a low HD, than even the occasional 1d8 damage can cause serious problems. Point 2 is also handy. A Fireball is a great spell for clearing mooks. Unless your player makes a habit of rolling 6d6 and having it total up to 8 damage, it will wipe your standard mooks out. It is also pretty solid for doing damage to your primary opponents, 6d6 averages out to 21 or 10 damage on a save. If you let your wizard drop that on your opponent, it will just hasten your demise. But if he has to drop it on a bunch of Orcs, he just wasted a pretty heavy spell. The same applies to those high damage outputs of your fighters. 14 damage ona single hit is not a big deal if the target only had 6 HP, but if your target had 40 hp, he is well on his way to dead. Point 5 is the most important though. As a DM, when I go to the trouble of putting together a non mook, I want to be able to show off how badass it is. For pure melee types, all you need to do is wade in, roll the attack die, and inform your plate armoured tank that you just scored a hit on an 8. But if your using a caster type, your not going to pull of that cool trick if you eat a bunch of damage in the opening round. And I really do not want to have to give every spell caster I use some form of Regeneration or a mid 20's AC before any buffs. END COMMUNICATION [/QUOTE]
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