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Old 05-20-2020, 01:03 PM   #11
b-dog
 
Join Date: Nov 2006
Default Re: Being Scary with Wimps

Dr. Kromm should write some books on Dungeon Fantasy Monster tactics especially for horde type monsters but also for organized monsters like Drow and Jermlaine.
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Old 05-20-2020, 01:50 PM   #12
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Being Scary with Wimps

Quote:
Originally Posted by Kromm View Post
This is pretty much what "And Stay Down!" (Exploits, p. 86) was designed for.
That has very limited effects. Yes, it means you avoid bookkeeping on health and status effects for your mooks, but a lot of the issue is just the sheer number of attacks required, and using And Stay Down doesn't change that, it just means you need more mooks to deliver the same number of attacks (all-out attacking, whether or not you use those rules, is convenient for mooks).

Another good mook trait is Berserk. Just take your vanilla orcs, but instead of giving them a falchion and a shield, give them a dueling halberd and berserk (I'd go with a two-handed axe, but sadly they're a straight up inferior option; the only significant difference between a dueling halberd and a great axe is ST 12† vs 12‡, which is huge). 1d+6 will get through most armor, ST 12† allows attacking twice, reach 1-2 means a really large number of orcs can attack a single PC, berserk means you don't need to track shock and stun and they'll be remarkably durable.
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Old 05-21-2020, 04:13 AM   #13
dcarson
 
Join Date: Mar 2008
Default Re: Being Scary with Wimps

Kobolds behind a low wall with several crossbows each hurt a lot. And charging means you are not checking for traps. Leaping the wall and finding there are spikes behind the kobolds adds to the fun.

One GM we are going down the hall and a giant rat runs across the intersection ahead. Two kobolds, one driving, one with a crossbow. Never major damage but the constant wearing away got painful. And one of these times they'll hit somewhere that matters. We hated the rat patrol.
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Old 05-29-2020, 11:53 AM   #14
Black Leviathan
 
Join Date: Sep 2018
Default Re: Being Scary with Wimps

Specialization: Have some guys who are defensive fighters with staves or shields to ward off and contain attackers and some guys with crossbows or thrown spears to deliver more devastating attacks. Tools like lassos can be very effective as a way to disable foes from a distance, like entangling someone's sword arm from behind your buddy with a large shield.

Gas Attacks: Have Alchemic or poison powder grenades to start the fight with to blind or hinder your foes. This can be low-tech like a pollen or mold bomb. Cone or AOE attacks that ignore armor but aren't necessarily deadly.

Fire: A volley of burning oil jars is a great way to start an attack if you're not very strong. It again is good against armor, it limits movement of he enemy and causes fear or disorientation. It can put your camp in danger as the fire spreads. But like mild poisons, fire is more of a hindrance than a deadly trouble.
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