I posted this in a thread in General, but I think it belongs here.
Using armies of low-level creatures as an environment hazard for high-level characters.
1. Wading into the Enemy
Say the PC is on an open plain, surrounded by low level enemy minions who hit him on a 20 for 6 damage.
With moving and shifting, every square around the PC could have 2 foes in it each round. That's 8 x2 = 16 attacks/round. Add in some thrown missiles, call it 20 attacks/round. Or, an average 1 hit/round.
So, the battlefield becomes an environmental hazard doing 6 damage/round.
And you don't need to put any minis down for the mooks; just treat the whole area as difficult terrain. Do put down minis for enemy leaders and champions.
2. Free-fire Zones
This is assuming that being amongst the enemy is giving the PC cover against enemy missile troops - per the RAW, allies don't give cover to the enemy, but I think it's better to stick to realism here. If the PC is caught in the open by enemy archers, you can have say 100 archers fire at him each round, 5 hits at 6 damage each or 30/round. I'd suggest (a) capping the number of archers - not everyone target the hero, some auto-miss and (b) applying any damage reduction only once. If the player insists on DR applying vs each shot, apply the RAW - say a battalion of 600 archers all fire at him for 1d10+3 each, on average that's 30 crits each for 13 damage, so unless he has 13+ DR he's in a world of hurt.
3. Setting Up the Battlefield
You can use your battlemat to quickly mark out eg enemy-occupied zones (6 damage/round environmental hazard), friendly-occupied zones (no damage, as your troops are giving you cover) and free-fire zones empty areas where enemy archers target your PCs for 30 damage/round).
Using armies of low-level creatures as an environment hazard for high-level characters.
1. Wading into the Enemy
Say the PC is on an open plain, surrounded by low level enemy minions who hit him on a 20 for 6 damage.
With moving and shifting, every square around the PC could have 2 foes in it each round. That's 8 x2 = 16 attacks/round. Add in some thrown missiles, call it 20 attacks/round. Or, an average 1 hit/round.
So, the battlefield becomes an environmental hazard doing 6 damage/round.
And you don't need to put any minis down for the mooks; just treat the whole area as difficult terrain. Do put down minis for enemy leaders and champions.
2. Free-fire Zones
This is assuming that being amongst the enemy is giving the PC cover against enemy missile troops - per the RAW, allies don't give cover to the enemy, but I think it's better to stick to realism here. If the PC is caught in the open by enemy archers, you can have say 100 archers fire at him each round, 5 hits at 6 damage each or 30/round. I'd suggest (a) capping the number of archers - not everyone target the hero, some auto-miss and (b) applying any damage reduction only once. If the player insists on DR applying vs each shot, apply the RAW - say a battalion of 600 archers all fire at him for 1d10+3 each, on average that's 30 crits each for 13 damage, so unless he has 13+ DR he's in a world of hurt.
3. Setting Up the Battlefield
You can use your battlemat to quickly mark out eg enemy-occupied zones (6 damage/round environmental hazard), friendly-occupied zones (no damage, as your troops are giving you cover) and free-fire zones empty areas where enemy archers target your PCs for 30 damage/round).