Ran a battle against 18 pirates and 18 sea spawn. Three groups of 6 and 6. That was probably too complicated. Big horde battles work better when it’s one type of monster with a single shared HP pool instead of six separate pools. Lesson learned! #dnd
— SlyFlourish.com (@SlyFlourish) January 12, 2020
I stole the mook concept from 13th Age as soon as I became aware of it after a battle much like this. Plus there’s something so satisfying about just mowing down low level foes, several in the single hit. Yeah, we cribbed the technique from miniature war games (Warhammer specifically) and it was a wonderful stress-saver.
Every (hp total) damage, one of the gnolls dies! 🙂
— Dan Dillon 👥 (@Dan_Dillon_1) January 12, 2020
When you do this, do you introduce separate handling for fireballs or whatever to clear lots of mooks at once? Total damage dealt by fireball after saves etc. accounting for each target hit, divide by hp total, remove result, record leftover damage toward the next kill.
Not perfect but still works.
— Dan Dillon 👥 (@Dan_Dillon_1) January 12, 2020
The only thing I watch out for is when a fireball inadvertently does 27 damage to a 10 hit point bandit. In that case, I don’t roll over the other 17 to the next bandit because that would cascade and end up doing like 400,000 damage. Oh I wouldn’t track each individually
— Dan Dillon 👥 (@Dan_Dillon_1) January 12, 2020