Calico,
I was in the FLGS the other day and leafed through the new Skull and Bones, designed for a cinematic style pirate/swashbuckler campaign. One thing that was pretty neat that caught my eye was their division of people into PCs, NPCs and fodder (that might not be the right term, but it is close enough).
PCs and NPCs are stated normally and have normal hps, but fodder, representing the mooks, were treated differently. They could have additional levels, feats, skills, etc...but never gain any hit points. This means they could certainly be a threat to players in combat, getting a few good whacks in, but they don't have much staying power and would certainly be put down by a pistol shot or two.
This might not work for a standard campaign, but you might want to check the mechanic out...I thought it was a rather elegant solution.
~ Old One
I was in the FLGS the other day and leafed through the new Skull and Bones, designed for a cinematic style pirate/swashbuckler campaign. One thing that was pretty neat that caught my eye was their division of people into PCs, NPCs and fodder (that might not be the right term, but it is close enough).
PCs and NPCs are stated normally and have normal hps, but fodder, representing the mooks, were treated differently. They could have additional levels, feats, skills, etc...but never gain any hit points. This means they could certainly be a threat to players in combat, getting a few good whacks in, but they don't have much staying power and would certainly be put down by a pistol shot or two.
This might not work for a standard campaign, but you might want to check the mechanic out...I thought it was a rather elegant solution.
~ Old One