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Old 10-29-2010, 07:22 AM   #1
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Mob attacks

Well, there seem to be two cases here.

One is really easy, if you don't mind rolling for lots of combattants. If a mob swarms around you/up to your line and attacks, you can handle it by the standard rules. Mob attackers are most likely going to be using All Out Telegraphic attacks, which means they'll hit reliably. And there are a lot of them within reach. Parries and blocks, if not already inhibited by being crowded into close combat, will simply be overwhelmed by that many attackers. A ridiculous dodge-monkey might remain free for a while, if they can't be outflanked, but criticals will catch up with them. Meanwhile, you can't make them stop attacking because anyone you incapacitate has a replacement right behind. And if they're grappling you, pretty soon you can't break free either because there are too many grapplers for you to shake them off as fast as they join in. There's no limit on how many people can grapple you at once.

Then they can keep making takedown attempts by pairs, punching you in the face, strangling you, or whatever else they feel like doing. These may not be rapidly effective if you're tough enough, but you can't make it stop.


The mob slam may be more problematic. A charging mob can simply run you over, but the slam rules are for individuals. One possibility would be to add 1/5 the HP of each person in direct line behind the one running into you to the HP of the actual slammer for slam damage purposes. The cube root of the sum of the cubes of the column members' HP would probably be better.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
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Old 10-29-2010, 07:28 AM   #2
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: Mob attacks

Quote:
Originally Posted by Ulzgoroth View Post
The mob slam may be more problematic. A charging mob can simply run you over, but the slam rules are for individuals. One possibility would be to add 1/5 the HP of each person in direct line behind the one running into you to the HP of the actual slammer for slam damage purposes. The cube root of the sum of the cubes of the column members' HP would probably be better.
Hmm, I like that. It could also be used for shield walls that are slamming or resisting a slam. I'm not sure how historically accurate it is, but I've seen reenactors fight in shield walls by having the entire formation slam into the enemy, the front troops braced by those behind.
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