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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Question about the Mob (Pitchforks, not Tommy-guns)
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<blockquote data-quote="Three_Haligonians" data-source="post: 3307337" data-attributes="member: 19546"><p>So I am building an encounter for my players that involves a large nest of Giant Wasps. I was loathing the idea of having to run a combat involving scores of low CR creatures, especially ones with poison.. Fort saves on top of attack rolls.. ick.</p><p></p><p>I figure the DMG II Mob template is the answer for sure, but as I look at it I have become slightly confused. One of the special attacks it gains is Expert Grappler, which states:</p><p></p><p></p><p></p><p>Which is great, I read this and immediately envisioned the party halfling being picked up by the wasps and literally get carried away. The problem here though, is what attack are we talking about? Mobs deal 5d6 damage per round to those in its space, like a swarm does. It doesn't make attack rolls and if it doesn't make attack rolls, how can it start the grapples it does so well at maintaining?</p><p></p><p>To start a grapple, you need to make a melee touch attack - something the mob can't do. Even if it could, nothing about the mob rules grant it Improved Grab or Grapple so technically this initiation would provoke an AoO. Mobs are also really easy to hit, and unlike swarms they do take damage from weapons and such so really, that AoO is almost guarantee to stop the grapple attempt.</p><p></p><p>Have I missed something? or have they? Do you think they meant that mobs should be able to easily start grapples and just forgot? Of course, another question is whether or not you think mobs should have this ability in the first place?</p><p></p><p>Just cruising' for thoughts</p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 3307337, member: 19546"] So I am building an encounter for my players that involves a large nest of Giant Wasps. I was loathing the idea of having to run a combat involving scores of low CR creatures, especially ones with poison.. Fort saves on top of attack rolls.. ick. I figure the DMG II Mob template is the answer for sure, but as I look at it I have become slightly confused. One of the special attacks it gains is Expert Grappler, which states: Which is great, I read this and immediately envisioned the party halfling being picked up by the wasps and literally get carried away. The problem here though, is what attack are we talking about? Mobs deal 5d6 damage per round to those in its space, like a swarm does. It doesn't make attack rolls and if it doesn't make attack rolls, how can it start the grapples it does so well at maintaining? To start a grapple, you need to make a melee touch attack - something the mob can't do. Even if it could, nothing about the mob rules grant it Improved Grab or Grapple so technically this initiation would provoke an AoO. Mobs are also really easy to hit, and unlike swarms they do take damage from weapons and such so really, that AoO is almost guarantee to stop the grapple attempt. Have I missed something? or have they? Do you think they meant that mobs should be able to easily start grapples and just forgot? Of course, another question is whether or not you think mobs should have this ability in the first place? Just cruising' for thoughts J from Three Haligonians [/QUOTE]
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Question about the Mob (Pitchforks, not Tommy-guns)
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