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OGL "Mob" Type (People Swarm) New! More Dangerous! Manes! Zombies! Elementals! Oh My!
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<blockquote data-quote="Koewn" data-source="post: 1789930" data-attributes="member: 13172"><p><strong><em>This post is redundant now that I've redone the whole concept, but, here it remains.</em></strong></p><p></p><p></p><p>I lost track of this thread, and missed all your guys' questions. Here's some answers:</p><p></p><p></p><p></p><p>Hm. Assuming they were the same sort of mob, say the Villagers, they'd engulf each other, do automatic damage to each other for a few rounds, and whoever rolled better damage would 'win' by dispersing the other mob.</p><p></p><p></p><p></p><p>Just like a swarm, it needs to be taken to 0 hitpoints. In the Villager case, taking that mob to 0 indicates the members of the mob have fled, surrendered, or given up, and are now no longer combatants.</p><p></p><p>There's an odd thing here though, which has to be resolved. I've got a example up there of a Mob of Manes.</p><p></p><p>Manes don't surrender - you're not going to disperse them. Undead, demons, devils, all sorts of cool stuff to make into a Mob may not ever give up!</p><p></p><p>Here's a quick footnote, then, to the Mob Subtype:</p><p></p><p>Persistant: A Persistant Mob is composed of singular creatures who by their very nature will not disperse 'peacefully'. When a Persistant Mob is brought to 0 hitpoints, it is replaced with 3d4 singular creatures of the Mob's type, placed in the squares the Mob originally occupied at random or DM discretion.</p><p></p><p></p><p></p><p>As many as you give it, really. I gave my Villager Mob above 4 HD, my Manes Mob 8 HD. It really depends on what it consists of - I winged it, thinking about what sort of challenge I'd like to present the players with. If I get a chance to playtest this, I may be able to suss out the proper HD and CR for it.</p><p></p><p></p><p></p><p>Monster Manual 3.5, and it's in the SRD. There's several examples of Swarms in there, and people have been including more types in other products.</p><p></p><p></p><p></p><p>That's a tough call. In my Mob Type description, I said:</p><p></p><p></p><p></p><p>Treating the Mob as a single creature - let's pretend a Mob of 1HD Zombie Commoners would be...oh...6 Hit Die. If we just say 'turn the Hit Die', then it'd be like turning a 6 HD creature. *However*, that's a little off-base, as there's just too many zombies in that mob.</p><p></p><p>Here's what I would say:</p><p></p><p>Turning a Mob: A Cleric using Turn Undead against a Mob must make a Turning Check that will successfully turn the HD of a singular creature that makes up the Mob. </p><p></p><p>The Turning Damage roll is then applied against the Mob as Hit Point Damage if the cleric's level is sufficient enough to destroy the Mob's constituent undead. If the Cleric reduces the Mob to 0 HP, it is dispersed. A Persistant Mob (which disperses into 3d4 regular creatures), that is taken to -10 HP by a successful Turn Undead attempt is destroyed immediately and utterly (it does not disperse into single creatures).</p><p></p><p>OK: I'm of two minds on the 'fleeing' part of Turn Undead, here's an abstract version and a real version:</p><p></p><p></p><p>If a cleric is not of sufficient enough level to Destroy the Mob's constituent undead with their turning check, the Mob is slowed to half-speed, and may not approach the turning Cleric. Attack rolls against the Mob gain a +2 bonus, and the Mob does half-damage on normal attacks and it's automatic damage.</p><p></p><p>--- OR ---</p><p></p><p>If a cleric is not of sufficient enough level to Destroy the Mob's constituent undead with their turning check, the Mob seperates. Break off a number of single undead of the Mob's same type equal to the number of creatures the cleric would have turned - those undead will now act as single creatures, and flee as per the Turning rules. Do HP damage to the Mob equal to half the Cleric's Turning Damage.</p><p></p><p>Blah. I like the abstract version better from a DM perspective, but the other one is slightly more realistic, I guess. I've always hated dorking about with 'fleeing' undead. The moral here is to only throw Mobs your party cleric can Destroy at your players, so that things are easier on you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks for the questions! I'll try and codify the thoughts I've had into the main post, and also make up a Zombie Mob as well, sometime this week.</p><p></p><p>Koewn</p></blockquote><p></p>
[QUOTE="Koewn, post: 1789930, member: 13172"] [b][i]This post is redundant now that I've redone the whole concept, but, here it remains.[/i][/b][i][/i] I lost track of this thread, and missed all your guys' questions. Here's some answers: Hm. Assuming they were the same sort of mob, say the Villagers, they'd engulf each other, do automatic damage to each other for a few rounds, and whoever rolled better damage would 'win' by dispersing the other mob. Just like a swarm, it needs to be taken to 0 hitpoints. In the Villager case, taking that mob to 0 indicates the members of the mob have fled, surrendered, or given up, and are now no longer combatants. There's an odd thing here though, which has to be resolved. I've got a example up there of a Mob of Manes. Manes don't surrender - you're not going to disperse them. Undead, demons, devils, all sorts of cool stuff to make into a Mob may not ever give up! Here's a quick footnote, then, to the Mob Subtype: Persistant: A Persistant Mob is composed of singular creatures who by their very nature will not disperse 'peacefully'. When a Persistant Mob is brought to 0 hitpoints, it is replaced with 3d4 singular creatures of the Mob's type, placed in the squares the Mob originally occupied at random or DM discretion. As many as you give it, really. I gave my Villager Mob above 4 HD, my Manes Mob 8 HD. It really depends on what it consists of - I winged it, thinking about what sort of challenge I'd like to present the players with. If I get a chance to playtest this, I may be able to suss out the proper HD and CR for it. Monster Manual 3.5, and it's in the SRD. There's several examples of Swarms in there, and people have been including more types in other products. That's a tough call. In my Mob Type description, I said: Treating the Mob as a single creature - let's pretend a Mob of 1HD Zombie Commoners would be...oh...6 Hit Die. If we just say 'turn the Hit Die', then it'd be like turning a 6 HD creature. *However*, that's a little off-base, as there's just too many zombies in that mob. Here's what I would say: Turning a Mob: A Cleric using Turn Undead against a Mob must make a Turning Check that will successfully turn the HD of a singular creature that makes up the Mob. The Turning Damage roll is then applied against the Mob as Hit Point Damage if the cleric's level is sufficient enough to destroy the Mob's constituent undead. If the Cleric reduces the Mob to 0 HP, it is dispersed. A Persistant Mob (which disperses into 3d4 regular creatures), that is taken to -10 HP by a successful Turn Undead attempt is destroyed immediately and utterly (it does not disperse into single creatures). OK: I'm of two minds on the 'fleeing' part of Turn Undead, here's an abstract version and a real version: If a cleric is not of sufficient enough level to Destroy the Mob's constituent undead with their turning check, the Mob is slowed to half-speed, and may not approach the turning Cleric. Attack rolls against the Mob gain a +2 bonus, and the Mob does half-damage on normal attacks and it's automatic damage. --- OR --- If a cleric is not of sufficient enough level to Destroy the Mob's constituent undead with their turning check, the Mob seperates. Break off a number of single undead of the Mob's same type equal to the number of creatures the cleric would have turned - those undead will now act as single creatures, and flee as per the Turning rules. Do HP damage to the Mob equal to half the Cleric's Turning Damage. Blah. I like the abstract version better from a DM perspective, but the other one is slightly more realistic, I guess. I've always hated dorking about with 'fleeing' undead. The moral here is to only throw Mobs your party cleric can Destroy at your players, so that things are easier on you. :) Thanks for the questions! I'll try and codify the thoughts I've had into the main post, and also make up a Zombie Mob as well, sometime this week. Koewn [/QUOTE]
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