Rune
Once A Fool
So, bounded accuracy combined with scaling hit points and damage are (so far) to be this edition's means of handling minions.
This is great, but only if they streamline the dice-rolling for mobs of mooks.
Here's one way to handle it:
Instead of rolling to hit, all attacking members of the mob roll damage against their chosen target. All at once, if possible (d6s will be best for this reason). Any die that is higher than a set number (say, 4, or so) does the amount of damage rolled. All other results are misses.
Now, this does mean that AC plays no roll in defense against a mob, which might be a problem for some. If so, the AC can set the target number for the damage dice (perhaps AC-10).
Even if the creatures making up the mob still have to add in a bonus to damage for each that hit, it's still quite a bit less rolling (and calculating) than would otherwise be the case. But this, too, can be simplified. Simply count the multiples of 10 enemies that hit (and drop any remainder) and multiply this by the damage bonus (so 12 hits at +4 damage would be +40 damage, instead of +48, but +8 hits at +4 would be +0 instead of +32).
So that's it. Less dice, less math, quicker mobs.
This is great, but only if they streamline the dice-rolling for mobs of mooks.
Here's one way to handle it:
Instead of rolling to hit, all attacking members of the mob roll damage against their chosen target. All at once, if possible (d6s will be best for this reason). Any die that is higher than a set number (say, 4, or so) does the amount of damage rolled. All other results are misses.
Now, this does mean that AC plays no roll in defense against a mob, which might be a problem for some. If so, the AC can set the target number for the damage dice (perhaps AC-10).
Even if the creatures making up the mob still have to add in a bonus to damage for each that hit, it's still quite a bit less rolling (and calculating) than would otherwise be the case. But this, too, can be simplified. Simply count the multiples of 10 enemies that hit (and drop any remainder) and multiply this by the damage bonus (so 12 hits at +4 damage would be +40 damage, instead of +48, but +8 hits at +4 would be +0 instead of +32).
So that's it. Less dice, less math, quicker mobs.