Helldritch
Hero
It is better than I first thought. Might need some working at my table but I'll give it a shot with one of my group. Just to see how it works out in "real" life.
I usually handle it as a morale issue. The goblin at the other side of the room runs screaming when it sees what happens to its allies.
It is better than I first thought. Might need some working at my table but I'll give it a shot with one of my group. Just to see how it works out in "real" life.
It's pretty easy to cap damage. If a Fighter is only next to two mooks than you can just say that the amount of damage necessary to kill two mooks is the maximum he is capable of doing with that attack.I think I would keep track of individual HP still, but attach all the extra hits to the mob furthest from the group (and able to flee easiest). I also think that I would only do this for groups larger than the adventuring group. I also wouldn't necessarily tell my players, so that if it didn't make sense for somebody to flee a situation, they wouldn't wonder why the pool of enemies wasn't getting smaller.
If a creature is flanked and another PC gets within 5', that PC also gets advantage at my table. I really like your idea of adding a +1, though. Is that on top of advantage, or instead of advantage? I can see it working on top of advantage, because the more they are surrounded, the more perilous their situation is.
Casts Banishment on Coroc and his partyBtw did anyone ever use (any edition): some mage conjurer bloke casts summon monster XY amd the party gets teleported to him?
I used that rule for years and years. Rolling a 1 at level up sucks.We let players roll HP and keep half if they roll low. So if the fighter rolls the d10 and gets a 2, he gets 5 instead. We tend to have a lot of combat though.