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OGL "Mob" Type (People Swarm) New! More Dangerous! Manes! Zombies! Elementals! Oh My!
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<blockquote data-quote="Evilhalfling" data-source="post: 1792552" data-attributes="member: 16991"><p>Okay, some comments on the revised mobs - </p><p>The bandit mob I worked up, was to represent the old idea of 50 or so bandits </p><p>witing to ambush large caravans. This was really hard to play against a party- the irritation of running the fight outwieghed the realism of such and encounter. Still at a certain level villagers would no longer be a threat.</p><p>In such numbers the orginal swarms did a highly random amount of damage this seems more fitting for a mob </p><p><strong>Attack and Damage </strong> </p><p>Some comparison numbers </p><p>XXX</p><p>X1X</p><p>XXX </p><p>this would be the best avalible pattern acording to rules </p><p>If the group wanted to make 2 attacks - it could use aid another 3 times each</p><p>assuming bandits have attack at +2(1d8) </p><p>+2, +2(flanking)+6(aid anothers) gets +10 (2d8) </p><p>If you double up in squares then there is an addtional -4 to hit for squeezing</p><p>XxXxXx</p><p>XxPCXx</p><p>XxXxXx = 16 per target </p><p>3 attackers with 4 using aid another </p><p>+2 Base, +2 flank, +8 aid another, -4 squeezing = +8 (3d8)</p><p>but with only 2 of these attacks possible.</p><p>conclusion - Bandit mob should due virtually no damage (sigh) </p><p>So add Str bonus back in for a + 9 (2d8+2) attack on anyone engulfed.</p><p>call this a reasonalble, if generous approximation </p><p>If the mob had 15 hd (see below) you could double the damage of an individual hit, and give it a medium BAB - +10 (2d8) </p><p></p><p><strong>Hit Dice </strong> </p><p>I think the mobs should have half the listed HD - It would be a better approximation of its willingness to fight. You could then change eliminating a member to a 1 hd loss - which seems more defensible and logical.</p><p></p><p><strong>Arrow Burst </strong> </p><p>1. not all bandits will have missle weapons </p><p>2. each arrow has only a small chance to hit. </p><p>3. If enough arrows fall in a small area - you will get hit. </p><p>but d6 is to low - with a 5'burst you have 4 squares - assuming 20 of 30 have missle weapons thats 5 shots per square - so how bout 2d6 reflex for half </p><p>or every target in the area is hit by a +8 attack for 2d6 damage</p><p>or based on conclusions above +10 (2d6) </p><p></p><p>SO ... </p><p>Zombies </p><p>HD 30d12 (195hp) </p><p>BAB +15 (undead)</p><p>Attacks +16 (2d6+2) </p><p></p><p>Bandits </p><p>HD 15d8 (68hp)</p><p>BAB +15 (warriors) </p><p>Attacks +16 (2d8+2) </p><p>BAB was modified to make bandits more dangerous than villagers</p><p></p><p>Villagers </p><p>HD 15d6 (53hp)</p><p>BAB: +10 (experts)</p><p>Attacks +10 (2d6 +1d6 fire)</p><p>there should be some rule to prevent 1 meele attack from killing huge numbers of peasents - but the only thing I can think of is the mob takes half damage from weapons or single target spells - </p><p>.. or that the whole thing must be killed by the destroying individuals rule suggested above.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 1792552, member: 16991"] Okay, some comments on the revised mobs - The bandit mob I worked up, was to represent the old idea of 50 or so bandits witing to ambush large caravans. This was really hard to play against a party- the irritation of running the fight outwieghed the realism of such and encounter. Still at a certain level villagers would no longer be a threat. In such numbers the orginal swarms did a highly random amount of damage this seems more fitting for a mob [B]Attack and Damage [/B] Some comparison numbers XXX X1X XXX this would be the best avalible pattern acording to rules If the group wanted to make 2 attacks - it could use aid another 3 times each assuming bandits have attack at +2(1d8) +2, +2(flanking)+6(aid anothers) gets +10 (2d8) If you double up in squares then there is an addtional -4 to hit for squeezing XxXxXx XxPCXx XxXxXx = 16 per target 3 attackers with 4 using aid another +2 Base, +2 flank, +8 aid another, -4 squeezing = +8 (3d8) but with only 2 of these attacks possible. conclusion - Bandit mob should due virtually no damage (sigh) So add Str bonus back in for a + 9 (2d8+2) attack on anyone engulfed. call this a reasonalble, if generous approximation If the mob had 15 hd (see below) you could double the damage of an individual hit, and give it a medium BAB - +10 (2d8) [B]Hit Dice [/B] I think the mobs should have half the listed HD - It would be a better approximation of its willingness to fight. You could then change eliminating a member to a 1 hd loss - which seems more defensible and logical. [B]Arrow Burst [/B] 1. not all bandits will have missle weapons 2. each arrow has only a small chance to hit. 3. If enough arrows fall in a small area - you will get hit. but d6 is to low - with a 5'burst you have 4 squares - assuming 20 of 30 have missle weapons thats 5 shots per square - so how bout 2d6 reflex for half or every target in the area is hit by a +8 attack for 2d6 damage or based on conclusions above +10 (2d6) SO ... Zombies HD 30d12 (195hp) BAB +15 (undead) Attacks +16 (2d6+2) Bandits HD 15d8 (68hp) BAB +15 (warriors) Attacks +16 (2d8+2) BAB was modified to make bandits more dangerous than villagers Villagers HD 15d6 (53hp) BAB: +10 (experts) Attacks +10 (2d6 +1d6 fire) there should be some rule to prevent 1 meele attack from killing huge numbers of peasents - but the only thing I can think of is the mob takes half damage from weapons or single target spells - .. or that the whole thing must be killed by the destroying individuals rule suggested above. [/QUOTE]
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