OGL "Mob" Type (People Swarm) New! More Dangerous! Manes! Zombies! Elementals! Oh My!

Ah well. Through the PC's actions, they managed to create the Dischordant Voices by accident, but it ran off to the city to the south, where they're currently being considered a plague. As the PCs are busy setting up a stronghold in their home base right now, they won't notice as the Voices slowly gain power. Eventually, they'll hear of the plague I'm sure, and I'll be certain to make it a strong enough plot hook that they have to investigate....

Slaughtering a horror you created is fun.
 

log in or register to remove this ad

Awesome idea!

Although...it doesn't ring true with me...
The area spells not completely laying waste to them, power attacks being able to wipe them out, whereas great cleave not being able to tear through them...granted you could make varying affect, but I don't think it's really the same thing.

The way I chose to deal with this was:
Swarmed: If a character has 80% of his surrounding squares covered, he is "swarmed." This means that this character is flat footed, AND is still effected by flanking rules. If a rogue with the "can't be flanked" uncanny dodge ability would normally be effected by this, he is counted as being flanked by all attacking him instead.

This doesn't really seem THAT great at first glance, but I sprung this rule into action when my group (8th level party, one cleric, one diviner/alienist, and one fighter/shiba protector (westernized for campaign purposes)) flaunted into a group of about, oh let's say 16 orcs (yes, the 1/2 CR orcs from the 3.0 monster manual).

The fighter/shiba protector (whom we will call Wade from this point out) got the brunt of the attack (8 orcs surrounding him), and the cleric (whom we will call Curran from here on out) got about 4 orcs on him, 4 still needed to get within range to attack. The wizard lightning blasted (lightning fireball) the 4 orcs not in combat. Curran took down maybe an orc on the first turn. Wade was unlucky enough to go after these orcs. Let me tell you, 8 attacks at +5 against a flat footed man are going to hit a good amount of the time and at 1d12+3 damage, this is no small amount. I believe they laid him low the second round and carried him off. The wizard couldn't mass spell them because he'd kill Wade so he had to wittle them away with magic missles and such.

All the orcs were eventually killed, but the point is that these orcs did a lot of damage just by swarming him per the "normal rules."

Also piling 8 guys (or however many can grapple one person) on a single guy with others surrounding giving "aiding" actions can really take even the most powerful characters down. If you don't want to role THAT MANY (oh no, 16 simple calculations :D ) dice then just divide and role a few attacks in one.

Anyways, I just find this an easier system, but your mob system is certainly interesting, although I'd like it better if there was a simple plug and chug template.

-my 2 cents
 

Corlon said:
The area spells not completely laying waste to them, power attacks being able to wipe them out, whereas great cleave not being able to tear through them...granted you could make varying affect, but I don't think it's really the same thing.

There's still work to be done. It's hard to let in all the special cases that "make sense logically" (that in quotes, as logic is not part of DND physics, and shouldn't be) without missing a few. I could just drop all the special cases entirely though, and not miss them much. :)

Corlon said:
Anyways, I just find this an easier system, but your mob system is certainly interesting, although I'd like it better if there was a simple plug and chug template.

If you want to make it plug and chug, here's a quick guideline:

Take your base monster. Advance it to 30 HD, taking note of physical stats, BAB, etc. Don't do things like size increases, spellcasting and such. Pretend it's now a single monster of Gargantuan size.

Does the BAB, HP, DC of saves for special abilities and so forth make sense for a large group of the creatures? (see the medusa post above) If so, great. You are done. If not, adjust.

And that's about it. I add special attacks as I feel are needed and as I think of them. There's no real way to make this a template, in as such as there's no way to take a single, Diminutive Spider, and turn it into WotC's 'Swarm of Spiders' in the SRD.

Thanks!

Koewn
 

Koewn said:
The Fort Save DC for a Mob of Medusa is 30.

How did I get that? I pretended the Medusa was 30 HD, and dumped all the 'ability increases' it would get every 4 HD into Charisma, which the save is based on. That gave me +3, she gets +6 Charisma out of that. However, there's 3 points of the original save not accounted for. (The single Medusa is DC15, has a chr of 15, that's +2 - where is the other 3 from? Anyone know?) If I give the medusa another +3 per 6 HD, just to follow the trend, that's +12, for a total of +15.
Read the intro of your MM again. Saving throws are always calculated as 10 + 1/2 HD + Ability Mod. Medusa's have 6 HD, 15 Cha thus: 10 + 3 + 2 = 15 DC. The 30 HD Medusa would be 10 + 15 + 5 (21 Cha) = 30. Though, arguable, a medusa would spread ability increases over Dex and Con as well since she is a bow-wielder and her poison DC is Con based. (Slack perhaps is made up by Epic feats that deal grant ability increases.)

Keown, could you send me an email (joe at throwingdice.com)? Thanks.
 

jmucchiello said:
Read the intro of your MM again. Saving throws are always calculated as 10 + 1/2 HD + Ability Mod. Medusa's have 6 HD, 15 Cha thus: 10 + 3 + 2 = 15 DC. The 30 HD Medusa would be 10 + 15 + 5 (21 Cha) = 30.

Ah. Thankya.

jmucchiello said:
Though, arguable, a medusa would spread ability increases over Dex and Con as well since she is a bow-wielder and her poison DC is Con based. (Slack perhaps is made up by Epic feats that deal grant ability increases.)

True, quite true. Although, if I were wanting to model the effects of being engulfed by a Mob of Medusa and getting bit by all their snaky-hairs, I'd go ahead and fully increase their Con for that 30 HD *as well as* their Chr for the petrification. Perhaps not fully, but, that's the drift.

No real need to follow the rules and use feats are anything to do the double-increase, since it's a whole new monster, sort of. :)

Koewn
 


Well, I just ran Dischordant Voices against the party of 6th level characters. In order to enable them to have ANY chance of surviving, I added the rule that if, on the attack of opportunity you get when they try to engulf you, you hit, then they are driven back... much like giving the party "Large and In Charge" for free, if I recall that feat correctly. It's the only way it didn't turn into a TPK.

I'm trying to teach my characters fear. The Voices worked well. They'd never come across something so beyond their league before. The first time they realized that the mob was doing STR damage... 2d6 worth minimum at that! They ran screaming down the street. The next time they encountered the Voices, who are now slowly hunting them across the countryside (they can't move as fast as horses, but then again, they just keep comming...) the party stupidly tried standing their ground... and lost their Cleric to the mob. The rest got out barely hanging onto dear life.

The Voices will be a GREAT tool for me in this campain. The party, on horseback, can easily outrun them, but they can't settle down anywhere, meaning they'll have to stay on the run... and I'd just given them a nice castle and a plot of land they were hoping to manage. And they've visited a couple cities they've grown fond of. And they're also on a gaes to find some artifacts for a Wizard that helped them out earlier and they need to repay.

Something scary driving them on, a goal that they -need- to accomplish, a motivation to become strong enough to face their fears so they can get back to the rewards they so richly desire... I think I have a winner! I'm sure this party of Neutral, Lawful Neutral, and one Lawful Evil, who would otherwise be appaled at the idea, will run for help from the Church of Pelor any day now... thrusting them into my plothook about how the evil cult is infiltrating the church and using it's political power to further their wicked ends and hasten the end of the world!

Woohoo! This rocks! The Mob subtype has helped me so much! What else would work as well? I can't think of any other creature in any of the books I have that wouldn't be an instant 1-round TPK but the party also CAN'T kill alone and are able to run from!
 

cool

Two things

First, great idea, can't wait for it to be finalized. I agree that i can't just be a template, sorry, but it just doesn't work.

Second, the Voices thing reminds me of a quote from my old gaming group, which was spoken after a character, who could run faster then the speed of sound, got on the bad side of a demon (HERO game), "Can't sleep, Pit Fiend will Eat Me!"
 

Area-effect damage (and many other issues)

"Can't sleep, Pit Fiend will eat me" is awesome.

I was thinking about the issue of area effect spells doing (seemingly) reduced damage to a mob. The reasoning is that it will hit each member of the mob and do plenty of damage to kill all of them. While a fireball will do plenty of damage to each of these individuals to kill them, how about the shielding effect of that mass of individuals? Normally having a creature of your size between you and the source of a spell (center of the fireball) provides you with cover, but couldn't you postulate that the individuals of the mob are packed so densely that the spell cannot penetrate more than a rank or two into the mob?

In the most basic example, the mob is in a big square with ~8 individuals (lvl 1 commoners) on a side. If you shoot a fireball at the mass, it will detonate when it hits the nearest individual, which places the center of the blast on a side of the mob(probably in the center of a side). If the first rank of individuals is hit normally, they all die, dealing approximately their HP in damage, or 8d4 (20HP). That's pretty low for a fireball (avg 35 for a 10d6) so it seems resonable for it to penetrate to the second rank for another 20 dam and to partially (half damage) hit the third rank for another 10 damage, which brings the total up to 50, or about damage-and-a-half for a fireball.

With a lightning bolt of course the example is different, but you could say it has an easier time penetrating through the mob, with what would probably be a similar result. Of course there is always the mage that will want to "airburst" a fireball so that it *does* hit everyone in the Mob equally, but to them I would say that the Mob "Hits the deck" (if the character can use modern concepts then so can the mob, so :P) and piles on top of each other, which shields them equivalently. I really think it ends up being resonable to just day Damage-and-a-half for area effect attacks, especially since the idea is to make a large group of individuals both easier to run and more dangerous.

On to melee damage!
When I first looked at this concept, the "glancing blow to many targets" thing bothered me, it seemed to me that it would be resonable to cap the damage of a melee attack to the HP (or max HP, if you are generous) of an individual within the mob. Also just adding together the HD of the members bothered me, because when you "kill" the mob, the average member has half of their HP remaining (1/3 dead, 1/3 wounded, 1/3 unharmed) But then I realised that these two concerns basically cancel out since one allows the players to deal more damage than they "should" and the other allows the mob to absorb more damage than it "should".

And a suggestion on melee damage, how about half damage vs normal melee, full damage if attacker has cleave, and double damage if attacker has great cleave? (also double damage for whirlwind attack?) (yea, ranged attackers get the shaft (NPI), but then again, they have a better chance of not getting engulfed).

I like the idea of an attack of opportunity repelling an engulf action, but I think I will require a certain amount of damage (1 - 4 individual's worth) to be dealt for it to happen. Just doesn't seem to make sense for a mob to be thrown back just because someone got knifed.

This comes at a very good time for me, I'm runnning an evil, world conquering campaign, and there is mass combat looming on the horizon for my lvl 11 death knights, weretiger, ghost, kobold psion, and cleric necromancer who will probably be riding a skeletal blue dragon by then. I've been killing myself trying to think of a way to keep the regiments in the regular armies (on both sides) from being killed instantly by magic and let them do something meaningfull in the combat(oh, and not roll hundreds of dice per army per round), and a variant of this does the ticket for my every need *evil cackle* (er, the party is evil, so... (counts on fingers) benevolent cackle? whatever).

One final thing (I promise) I think a template for the Mob type would be appropriate, it would be like:
HD: 30x the HD of an individual that makes up the mob.
bab: Use the bab progression of the creature type and advance it to the number of HD of the mob.
attacks: explain how the attacks work.

if nobody else does it, I'll try to work one up when I get home and have the SRD handy.

I don't recall anything saying a concentration check would be required to cast while engulfed, but it seems extremely resonable to require one. Also, how would one handle AoO while engulfed? My guess is it would be one AoO per action, but give the mob unlimited AoO/round. (basically treating the mob as a single creature with super combat reflexes).

I have one criticism though. In the road bandit entry, you have 30 bandits, which I assume means 30 arrows fired. Your target area has *40* 5'x5' squares in it, making it very unlikely that a medium sized individual will be hit with more than one arrow, yet the damage is 6d6! I understand that this is representing a cr 10+ "creature" and the attacks should be on par with that challenge, but the damage is excessive given the resources available to the mob. Remember that when you see that deadly hail of arrows in a movie, those people getting taken out of action by it are like lvl 1 warriors in DnD. The hail of arrows does not have to do much damage to devastate a typical army, but it falls far short of providing a threat to a PC party. My suggestion is 1d8 (or d6) per arrow placed in a 5' square in the target zone, so a mob can hit something like a 15' spread (24 squares) with a volley doing 1d8 damage per square, and even that assumes that 24/30 of them hit the target area. To do some real saturation of a target, you would need about 200 archers targeting a 15' spread, that would have about 8 arrows landing in each 5' square. Let's treat that area as a gargantuan object, AC 1 (10 - 4(size) -5 (no dex)), which means even lvl 1 warriors only miss on a one, out to 100' (with longbow). You start accumulating some misses if the target zone is further out due to range increments. You need about 150 hits to do 6d6, so with an attack bonus of +1 and a range of say, 300' you need about 200 lvl 1 warriors to get that 6d6. Even then, why are these arrows bypassing armor just because there are a bunch of them and they are NOT aimed at anyone in particular? Long story short (too late) mobs just aren't going to realistically cut it with ranged attacks. They wouldn't benefit from the same crowding/swarming advantages that they get with engulfing.

P.S. first post here, first post on a roleplaying forum, biggest post ever.
P.P.S. yea I lied about the template thing being the last, so sue me.
P.P.P.S. waaay too much time on my hands.
 
Last edited:

I'm working on a version 1.1 of this, with additional examples, and a basic 'Template' to go by on creating a mob. Ought to have it up at least by this weekend if not sooner, and it will probably be in another post. I'll let ya'll know.

I'm adding Half-Dragons, Medusa, and a couple of interesting surprises. Anyone want to make requests while I'm giving it my attention?

Thanks!

Koewn
 

Remove ads

Top