Clint_L
Legend
I’ve gotten around the excess rolling by turning minion attacks and traps into lair actions.One of the downsides of doing a Tucker-esque type of scenario is that you end up having to use so many, many low-powered enemies on the field just to counteract the odds of those enemies ever actually hitting. That was one of the main points about the Tucker's Kobolds concept... that players who thought they could never be harmed by lowly kobolds after a certain character level (back in the AD&D/2E era) found that not to be true when so many got thrown at them continuously throughout the entire dungeon that they WERE finding themselves getting hit (and they being unable to hit any of them back because they were all behind arrow slits and the like.)
But all that means is you as the DM just have to roll so many gosh-darned attack rolls all the time, just to see if like you can manage any hits when you need like nothing but 19s or 20s because the kobolds are so low-powered. And then you are stuck with these rare hits doing extremely minor attack damage... slowly plinking away at the PCs hit points. The whole Tucker's thing very much becomes a battle of attrition over round after round after round after round... the PCs unable to escape the dungeon, but 90% of all the kobolds unable to actually hit.
Now if you decide to up the power of the scenario by making it all trap-based, where you are no longer using the kobold stats for attack and damage but instead raising the CR by using more powerful traps that can actually do significant damage to the PCs, then it probably wouldn't be the same sort of slog. But it also would no longer be a true Tucker's Kobolds scenario at that point (if that actually even matters, which it probably shouldn't.)
Edit: should probably better explain. Example: in a recent pirate ship battle, the ship's crew was assisting the PCs against the big band and a few of his henchmen, all quite tough. Rather than add 20 NPC pirate attacks to the battle, I just made a pirate ship lair action chart (in this case, the lair actions were on the side of the party) and on initiative 15 and 5 one of the players would roll a dice and some pirates would pop out and do something entertaining and useful in a small way. Here's the chart:
Deck Ambush:
1. Deck Ambush: A hidden crew member bursts from a storage hatch, curtain, or vent and ambushes a foe.
Mechanics: One enemy within 30 feet of the party takes 2d6 + 3 piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.
Flavour Text: A trapdoor bursts open as a gnome crewman leaps out, dagger-first. “Surprise, bastard!”
2. Sabotage the Offense: Crew cut a rigging line, loosen ballast, or swing a loaded crate to disrupt the enemy.
Mechanics: All enemies in a 20-foot line must make a DC 14 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone.
Flavour Text: With a snap of rope and a creak of pulleys, a heavy crate swings like a pendulum into Redhand’s Anointed.
3. Patch and Rally: A trusted crewmember provides quick aid or covering fire.
Mechanics: One party member regains 1d8 + 3 HP, ends the frightened or grappled condition, or gains advantage on their next attack roll or saving throw before the end of their next turn.
Flavour Text: From the shadows, a familiar voice hisses, “Drink this, quick!” as a flask or potion is tossed into their hands.
4. Flashpowder Barrage: A crew member tosses a flashpowder charge or fire-cracker mix from a hidden stash, temporarily blinding or disorienting enemies.
Mechanics: All enemies within a 10-foot radius of a point within 60 feet must make a DC 14 Constitution saving throw or be blinded until the start of their next turn. On a success, they have disadvantage on their next attack roll instead.
Flavour Text: A hatch clatters open above, and with a hiss and a boom, the targeted area fills with smoke and blinding light. “Compliments of the Ember Lynx!”
5. Crossfire Trap: Hidden crew members spring a trap with crossbows or thrown weapons from elevated positions—like rafters, the stairs, or behind barrels.
Mechanics: Up to two enemies within 60 feet must each make a DC 14 Dexterity saving throw or take 3d6 piercing damage (half on success).
Flavour Text: From the catwalk above, twin bolts fly like lightning. A voice snarls, “Ain’t your ship, Redhand!”
6. Hook and Haul: A crew member uses a grappling hook, boarding pike, or net to yank an enemy out of position.
Mechanics: One Large or smaller enemy within 30 feet must make a DC 15 Strength saving throw or be pulled 15 feet and restrained (escape DC 14) as they’re yanked into rigging, pinned under debris, or tangled in rope.
Flavour Text: A hooked pike lashes out from the shadows, catching an Anointed by the leg and dragging them screaming into the cargo netting.
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