11-20-2016, 12:31 AM | #1 |
Join Date: Nov 2007
Location: Sydney
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Really big fights with humanoid monsters in DF
How do you recommend handling really big fights with generic humanoid monsters in DF? I'm talking 20 plus versus the PCs.
The fight can really get bogged down with a monster on Max HP-1, Max HP-2, knocked down with no weapon, fallen over and so on. It's almost a chore to track their stunning, conscious and so when what's important is if they are damaging the PCs and the PCs are being forced to spens time and effort on the mobs rather than the boss. Die at stunning, dismemberment, unconscious or 0HP? And save the complex stuff for the bosses? |
11-20-2016, 12:43 AM | #2 |
Join Date: Mar 2013
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Re: Really big fights with humanoid monsters in DF
I just ran the first session of a new campaign and decided that most enemies will be designated "mooks" to avoid this problem. Under my rules, mooks are out of the fight at 0HP. It ran much smoother this way.
I'm playing the old AD&D module 'Queen of the Spiders', with re-skinned, beefed up Dungeon Fantasy templates and D&D-ified races. The big fight was against 20 hill giants, 6 ogres, 2 stone giants, 1 cloud giant, Nosnra the hill giant chief, his wife and a cave bear. I can't remember how long it ran for in real time but I found it noticeably easier and much faster with the normal hill giants and ogres as mooks. Also, the players absolutely slaughtered them, they are 500 point characters, but I was surprised at how one sided it was. Last edited by mr beer; 11-20-2016 at 12:49 AM. |
11-20-2016, 02:24 AM | #3 | |
Join Date: Dec 2007
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Re: Really big fights with humanoid monsters in DF
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11-20-2016, 03:06 AM | #4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Really big fights with humanoid monsters in DF
Is there a reason you aren't just using the fodder rules that already exist?
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11-20-2016, 04:10 AM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Really big fights with humanoid monsters in DF
Quote:
That said, I once ran a combat with over 100 NPCs and a dozen PCs/allies. It took the better part of 10 hours to finish. I will never do that again. Learn from my mistake. :-)
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11-20-2016, 06:44 AM | #6 |
Join Date: Sep 2004
Location: Canada
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Re: Really big fights with humanoid monsters in DF
The four simple choices are:
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11-20-2016, 09:03 AM | #7 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: Really big fights with humanoid monsters in DF
Coincidentally, Peter is talking about this today on Dungeon Fantastic. https://dungeonfantastic.blogspot.co...cs-part-i.html
So, maybe post a comment there asking for more details, after they're done. |
11-20-2016, 09:41 AM | #8 |
Join Date: Dec 2006
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Re: Really big fights with humanoid monsters in DF
My own personal rules of thumb for large groups:
1. Wherever possible handle group attacks as a a single attack with a RoF equal to the number in the group- this simple extraction can turn dozens of roles (which will inevitably result in a few hits) into a single roll (which will have a higher likelyhood to hit) 2. Assuming you balanced them to the party once some members of the group drop there overall likelyhood of doing anything significant to the party goes down radically, so I tend to make moral rolls for the group whenever they loose a member, failure means they route; it just takes unnessasscary attacks against a 'lame duck' from the end of the battle. Last edited by starslayer; 11-20-2016 at 08:19 PM. Reason: clarity on my point #2 |
11-20-2016, 02:54 PM | #9 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: Really big fights with humanoid monsters in DF
There's a big difference between a fight with 100 enemies that are available vs. one where the same amount is participating. If you can control the event, it shouldn't be to hard to have an environment where the enemies are prevented from coming at the PCs all at once. That still means that the combat will take long, as they're attacking in waves, but at least the complexity of a single turn will be low enough.
If that many enemies are in one place, I would assume that it's a pretty fixed one, maybe even with a fixed time frame. But even if it's a more improvised battle that can happen at different locations, players are generally quite keen on using the environment to their advantage. So by just avoiding brightly lit open areas, this usually takes care by itself. I'm not a big fan of "mooks", as I prefer to apply the same rules to both sides. And to be honest, as the PCs are simply more capable, I hardly see the necessity. Whenever I use that many NPCs, I'll make a complete list, with each one getting their own line, with a few pre-rolled HT checks for each one. Most of our bigger fights use a battlemat and markers. While not as pretty as miniatures, it's easier to correlate your list entry #14 with a leftover floor protection pad with a big "14" on it instead of "that orc figure where I blended the beard and the cuirass too much". If at all possible, pick foes that have stupid battle tactics. It's much quicker to resolve a combat where frenzied battle bros are getting way too excited and start doing All Out Attacks than a cautious Dwarven phalanx. |
11-20-2016, 04:12 PM | #10 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Really big fights with humanoid monsters in DF
Using the fodder/worthy/boss rules in my last DF game, I realized that for proper fodder there really isn't much difference in outcomes between treating them as fodder versus worthy, since the PCs typically do enough damage to incapacitate them in one successful hit regardless; so the fodder rules just make it easier.
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Tags |
dungeon fantasy, gurps, monsters |
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