This post builds on a previous post I made about hordes and mass combat here: https://steelsmiter.blogspot.com/2016/08/on-subject-of-hordes-and-mass-combat-in.html it's inspired by the fact that in the Diablo series, there were creatures or fixtures that just generated and unloaded large numbers of low HP opponents. As mentioned in the link, I prefer to think a horde has one stat block, featuring one HP score for the entire horde, and that defeating this HP score doesn't necessarily annihilate the horde, but sends individual members scattering. That's sort of applicable in the Diablo series I guess, but I think it would be more appropriate to handle Diablo hordes entirely differently. Two moves are relevant to GMs of diablo based games:
Generate Encounter
When the party enters an undiscovered area, the GM rolls +nothing. *On a 10+, hold 3, *On a 7-9 hold 1. At any time in this area, you may spend 1 hold on the following:
- +1d6 mooks in a horde per player
- 1 normal monster
- A hidden room or event (roll again)
*on a 6-, The party gains 1 treasure roll without any particular risk.
Fight Mooks
A slang term for the hordes of standard-issue, disposable bad guys whom The Hero mows down with impunity. Also called "baddies", "goons," "scrubs," "drones," "small fry," "flunkies," "pawns," "toadies," "grunts," "minions," "lackeys," "underlings," "henchpersons," and "cannon fodder". When you fight mooks, roll +STR. On a 10+ choose 2, and on a 7-9 choose 1:
- you roll your damage normally, and take out that many mooks.
- you suffer no injury or condition.
- you are not slowed down, inconvenienced, or distracted from an objective on the other side of them.
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