(animated) DnD Mob Combat Rules
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- Опубликовано: 11 сен 2024
- HUMBLEWOOD MINIATURES: Humblewood.net
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Pg 250 of the DMG has Rules for Mob combat that, despite not even really being called out as optional rules are rarely used, so if you want to resolve dozens of NPC attacks quickly:
Instead of rolling an attack for each creature:
Determine the minimum d20 roll a creature needs in order to hit a target by subtracting it's attack bonus from the targets AC. You need to refer to the result through the Battle so it's best to write it down. Look up the minimum d20 roll needed on the mob attacks table in the DMG.
The table shows you how many creatures that need that die roll must attack a target together in order for them to get a hit.
If that many creatures attack the target, their combined efforts result in one of them hitting the target. If attacking creatures deal different amounts of damage, assume the creature that deals the most damage is th one that hits. If a creature has multiple attacks with the same attack bonus, assume that it hit's once with each of those attacks. If a creature's attacks have different attack bonuses resolve each attack separately.
I would also group enemies by their to hit bonus. And obviously multiple sets of creatures can hit the target at once.
#tags
Crude refs, dnd, zee bashew, dungeons and dragons, D&D, dnd, animated spellbook, animated dnd, how to be a dungeon master, manster, dongeon, donjon, zee, bashew, sorcerer, quick rules, animated, fifth edition, 5e, 5th edition, dungeons & dragons
Music:
Scherzetto by Ziv Moran
Can't Help It by Shtriker Big Band
You come to me, on the day of my goblin's wedding, and ask me to fight monsters I do not know.
420 likes... I can't break it, but consider this an honorary like!
you come to me, on the day of my dogs quinceanera...
Please, Gob-father, I need a favour....
"I ask you for _justice!_
"That is not justice, your bard still lives."
No they need those hats see.
Ork mafia for the win
HATS FOR LIFE
The pasta needs more elf eyeballs.
* Gangster voice * Yeah, see! Yeah!
He who controls the hats controls the WORLD!
"He pulls a knife, you pull a crossbow. He sends one of yours to the Cleric, you send one of his to the Necromancer. *That's* the Waterdeep way!"
😆👏👏👏
I'd change this slightly.
"He sends one of yours to the Cleric, you send one of his to God"
Actually that sounds like a great campaign
the undiceables?
@@stevemitchell4663 The unTouchRangeables
The orcs are surely going to make you an offer you couldn't refuse.
*godfather theme intensifies*
Yeah, see?
On this, the day of their daughter’s wedding.
Leave the spell scroll, take the cannoli.
A 1d10 cantrip
Here's a rule for mob combat: once a wizard uses fireball, you no longer need them.
laughs in devil mobs
@Lance Clemings until a random enemy also has fireball...
Last time I used mob rules the party was being attacked by githyanki... those guys have at least 49 HP
Just fireball.
@@timeilers5612 When you say devil mobs, do you mean groups of devils or devil mafia?
Totally collapsed in laughter at the "nice action economy you got here" line.
The returning music for a sec did it for me when he takes their hats away
Starts furiously writing an arc about a half-orc mafia
To be fair that would be a good way for the race to fit in. As members of the criminal element. Nobody cares what your race is there, just that you are good at bringing in the shinies. In a such a world the law enforcement is just likely as not to be corrupt in one way or another. So the protection offered by such goodfellas could be both very real and very appreciated despite the price. Could allow depth of motivation for those with a criminal past but not an evil alignment.
@@jacobfreeman5444 "Nobody cares what your race is there". This. Unless you're playing in a truly weird setting, there aren't even close to enough half-orcs in one city to form a purely half-orc mafia (it would also make spotting likely criminals the easiest thing ever). Organized crime already exists in most cities though. Usually in the form of a thieves' guild, which is basically a mafia usually.
This works. The fact that a lot of American Organised Crime was centred around groups who were bullied and marginalised - Italian, Irish, Latino, Jewish, Chinese - is NOT a coincidence. There wasn't a lot of legitimate business to be found, and they had to look after their own.
@@dainslatton9877 I just didn't want to use the name thieves guild because the name itself kinda limits the imagination on what kind of crime they do. Just stealing? Not even remotely sustainable, even in a large city. But gambling, smuggling, protection...I know a thieves guild can and do all these but I just felt like not limiting what a criminal background could entail by tying it exclusively to the thieves guild. Plus no reason there cannot be multiple "families" of crime in one place vying for supremacy and this is what gives someone some room to advance. New talent is always being scouted so as to gain the edge. So maybe one guy does work not just for the guild but does jobs here and there for other important people of the seedy underbelly.
"I kork have a dream, a dream to be the Mobstar"
*Ork Mob* Aye wise guy, that a nice spell book you got there, would be a shame if something were to happen to it.
*Bashew* 'Starts to sweat nervously'
Well considering something *did* happen to it once ...
@@HairyHariyama ahem* twice.... he burned down his backup too.
I mean, he was within fireball distance
*Beats crap out of them with Shillelagh*
"I grew up on the streets, bitch!"
@@javierpatag3609 You merely adopted the weave. I was born in it, molded by it.
That multi attack dagger animation, *chef’s kiss*
On the flipside, if you frequently use mobs, you may consider implementing the "Cleave Through Creatures" rules (DMG p. 272). Which says that if you hit an _undamaged_ creature with a melee attack and that attack would bring it to 0, you can attempt to transfer the remaining damage to another _undamaged_ creature that is also within range. So long, of course, as the original attack roll could hit the subsequent creature (which is generally the case if you're up against a mob of creatures with identical stats). This process can keep going so long as you've got damage left on the attack roll and there are more enemies in range.
It's basically 5e's version of Chunky Salsa Fighting. It's also a good way to introduce the Minion mechanic from 4e, where some trash mobs have only 1 HP a pop, because you're meant to mow them down in large numbers.
Personally, I would revise Cleave as a Heavy weapon property that just allows you to swing through as many creatures you can hit without moving from your square (using one attack). The distinction of "undamaged" feels odd to me.
@@seanboyd2898 Think the idea is that if the swing is powerful enough to mulch an 'undamaged' creature, it would have enough force left over to continue. Slightly different from a mob who's all been brought into single digits from a nearby fireball.
@@Ithtorukk I don't know I think being previously dmged really shouldn't be an issue. I am more for another rule I had seen before. Which was if you double their armor class in your attack role, you move on to the next target. So if you need a 5 to hit, and you role a 10 or better you hit the next target.
This sounds dope
I love this because it gives the players more range on the epic moment scale. I can already imagine the hype theyll feel when they get a max roll. Definitely gonna use this forever
1:14 oh man the stabs being in sync with the music was just...
Magical
"Nice action economy ya got here.."
"Shame it wont effect your CR amma right boys?"
“He he. Right boss!”
I love it
Wizard casts fireball
DM casts dracolich
Arcane archer fires bursting arrow.
The whole "not that kind of mob" gag really got me, you freakin' nerd. 😂
But the hats were an important part of their backstories.
Animated spellbook is an anime CONFIRMED
the hats aren't gone they are just held on by strings on their backs now. they use the hats outside to bypass light sensitivity but inside they just are rude.
@@dddmemaybe I accept this as canon now
"Nice action economy you got here, be a shame i--" "SHUT UP!"
The mob jokes killed me.
I now have such a massive need to be in a game where the BBIG is a mass of mobster orcs with the hats, suits and accents who will from time to time brake the forth wall to make comments/threats on the plays "action economy" and how it "would be a shame if something were to happen to lower its worth" (i.e. a death threat).
that sounds like it would be funny for all of a single encounter- please don't make this your BBEG.
With how little I've played of D&D so far I would say I'm a long way off of being a DM. But even then I know it would have to be very carefully worded if it was to be used as a running gag and likely by just the big boss himself.
More likely it would just be one of a few lines so as to not get stale from over use.
@@Amanoob105 don't get me wrong, an orc mafia is a good and viable idea for an antagonist faction, but the big bad has to be a character that you, the dm, can roleplay as and that the party can potencially interact and converse with. Likely, the big bad would be the boss of the mafia or a corrupt politician.
@@lordilluminati5836 Yeah I agree.
And, well that is the reason I originally said I would want to be in a game with that. Not running a game with that (because I doubt I would do it well enough).
"Not that kind of mob,"
It's too late, I've already finished a draft for a Monster Syndicate campaign!
Mob rules are pretty brutal, but to keep things quick it is a pretty good idea to resort to statistics instead of individual rolls.
A situation where you are heavily outnumbered is usually going to be really brutal. A lower initiative bonus would give PCs a chance to turn things around tho
mmh. Sometimes dicerolls become impractical.
I remember some of the old epic level guides had tables for the kind of absurd dice rolls that result.
Always interesting when you have a chart showing you what the 'average' damage for rolling 200d6 looks like. XD
@@KuraIthys 200d6 is the recoild damage of vengeful gaze of god
thats a lot of damage
@@KuraIthys ez 200 * 3.5 = 700 dmg
@@KuraIthys you clearly have never watched 2000 point + warhammer games lpl
This is the first time ever I still don’t understand after watching.
1. Look at the character's AC
2. Subtract your monster's attack bonus
3. Find the result on the table
4. Slide down the table. The number there is how many monsters need to attack the character for only one guy to hit. So you assume it IS a hit and just roll normal damage. No chance for crits, just a damage roll. The others all just missed. With enough practice, you'll be able to glance at a character's AC and just know how much damage to roll.
Basically, the number you get (AC - bonus to hit) determines how small a group of mob has to be for them to (on average) hit the target at least once.
In practice you get your number, find the corresponding size of the group and then see how many groups of that size you have in your mob army: say the size is 4 and you have an army of 20 mobs then the unlucky target(s) will be hit 5 times.
Same
He could have given more of a pause between sentences, but I totally understand. Each second of video time adds a lot more animation work
It took me a couple re-watches to catch everything, but it sounds like for a given Hit Rating against a specific target it takes X number of monsters to buy a hit.
Cute Tabaxi confronts the Orc Mafia: "Nyaa, see!"
Honestly, I haven't had much problem in practice running a whole bunch of similar enemies as normal separate creatures. When it's their turn, I just separate them into groups based on who they are going to attack. For each group, I roll however many d20s I need all at once and read off, "miss, miss, hit, crit," then roll the damage dice for that group and sum it up. This works fine because players like seeing dice rolled-it adds to the verisimilitude if you know that the enemies are following the same rules as the PCs-and it isn't really any slower than running a few enemies that have multiattack actions.
I also reduce the HP of weak creatures to 1
And make them immune to half damage effects.
Aaron, when you say a bunch you mean how many? Whats the most ammount of baddies you've thrown at your players?
@@Lucasfghjsokfdkjheu for me it was 40, and I rolled them all (10 d20s at a time) pre-assigning dice.
@@BramLastname Ironically that might make them tougher, for example a hobgoblin will usually be killed by a fireball even if it succeeds on its saving throw. As an alternative, maybe: if the enemy takes damage from being hit by an attack or failing a saving throw, it's reduced to 0 hit points.
@@Jpteryx I know,
But my table doesn't have fireball yet,
Most half damage at their level is not enough to one hit KO a monster.
I'm so tickled by the "Oh, nice action economy you got here. Be a shame if something happened to it." I keep replaying that part
"The one with the highest damage always hits" that seems like it could be adjusted to be "The most middleground"
As suddenly having a group of worthless goblins with ONE goblin spellcaster, means your group is gunna be taking a LOT more damage, then if they were all seperated, cause well, that goblin caster is gunna hit 100% of the time.
Wouldn't this cheese also let players guarantee a hit with their strongest most impractical attack provided they have hired enough fodder?
@@nogravitas7585 True, but how often does that happen?
Compared to how often armies of goblins or kobolds or others attack the players.
seems like this ruling is heavily in favor of the enemies, giving the enemies quite the advantage.
@@RazanaArcclaw yea, depending on the circumstances it's basically like a free "maximized" effect for the horde's damage variance. You could just exclude specifically powerful model(s) like a caster out from basic archers.
Seems like it could be avoided with a home-brew 'roll for which enemy is the one that hits' rule, even if it's still weighted toward the heavier hitters.
Except the goblin spellcasters attack would presumably be a different attack with a different attack bonus meaning it would be rolled seperatly.
This is almost giving me THAC0 flashbacks
Ha ha, I'm learning ad&d and dear gods was it confusing as all the hells before actually getting first-hand experience with the system.. Only after a few months of playing with it did I understand it enough to read the phb and other books without taking psychic damage
This is why this simple formula was made. 1d20 + attack bonus + ability modifier + target's AC + modifiers. If it equals twenty, or over it hits. Less than twenty it misses.
@@Snowman0147 Wait, PLUS target's AC? That can't be right.
@@TheEnigmaticKasai AC was negative in ad&d as I recall.
@@sythersight Yeah. Unarmored AC before factoring in armor, shields, or high dexterity scores is 10, and the lower the number was for it, the better. AD&D also doesn't really start to help nor hurt you based on your ability scores unless they're really high (16+), or really low (6 or so-).
Great video! It was fun to see you in Matt Colville's stream chat asking if he had any opinions on this rule, and then this video comes out the next day
Alternatively, once you have that number just pick up an amount of d20, drop them, and tell them how many hit. It's about as fast as referencing a table.
Rolling dice isn't why mob combat is slow, multiple initiatives, keeping track of health and resources and math is.
Now I want to see a mafia orc/goblin campaign
Me: *sees a large group enemies*
My Brain: Don’t do it...
Me:
My Brain: Don’t do it!!!
Me:
My Brain: I swear!! If you do it-
Me: FIREBALL!!!!!
I mean, large groups of enemies are what fireball was made for. If you're casting fireball on a single target, though, then we might need to have a talk.
Woolytop
Those are some bold words coming from someone within Fireball distance...
My favorite question for the dm right now
"How many of them of them can I fit in a 60 ft cone?"
Blue half dragon sorcerer/tempest cleric: did someone say chain lightning?
0:10 I'll make an attack you can't dodge
Magic Missile?
I'll give 'em a help action they can't refuse...
Fireball? Fireball.
"Here's how you get them. They pull a knife, you pull a sword. They send one of yours to the clerics, you send one of theirs to the crypt! That's the Waterdeep way!"
What if they send two of yours to the crypts?
@@firestorm165 then go learn youself a bit o' blasty magiks and send all o' thems to the urns.
I'm a GM for DnD who was unaware of these rules. I had an invincible paladin min/maxer in my players, and all of my players wanted less boss combats and more mook combat. This has not only shown me I can now easily handle large scale combat, but now there is no instance of combat I can throw at the party that they can overcome with sheer cheese and mechanics abuse. Thank you for making this video, because now I can present challenges they'll actually need to carefully consider rather than brute forcing.
"that's a nice action economy you got there" that made me giggle
on that note when I run bosses in place of just legendary actions I also give them legendary turns, a extra one turn for every three players, so less then 3 they get 1 turn, 3-5 they get two turns 6-8 they can three and so on, this starts to balance there action economy but they only get there legendary actions the first time they take a turn in a round, in many JRPGs many bosses get more than one turn per round and it makes them more difficult. giving a creature legendary actions is not quite enough, yes it lets them do a thing outside of there turn but they aren't really moving and have to really pick out there targets and the 6 players can still really beat them into a corner, by having them go more than once it changes things, like maybe now the rogue is really hurt so the cleric might cast cure wounds in place of flame strike lol
This one was soo good “nice action economy you got there” and then you yelling had me cracking up.
"As far back as I can remember, I always wanted to be a druid"-Henri Hillock
GoodRaptors(-76 DR)
When I ran one of the 30 mob combats in Out of the Abyss I used hit point pools for each type of creature and let the players remove the closest one when they hit a multiple of the average hit die on the running total.
Am I the only one that comes back every few days just to watch those mob orcs
I just realized that this would be a perfect arc for hobgoblins
This seems like a much more complicated solution than just throwing out several d20s simultaneously
But much faster once you know how to do it.
For all of you talking about a half orc mafia, Eberron, that is all
Meanwhile, the party's Paladin is voiced like a gritty 1970s cop from Chicago.
Uploaded 7 seconds ago. Well that's the earliest I've ever been to a video.
I can think of some funny ways to gain the system.... Get a big mob, give one of them a massive 2h sword, a gun or something that does the most dmg possible. Every round they automatically hit because the other 20 attacked with rocks but missed. Just need a little bit of Monster Summoning to make this plan work if the PC's mobs can use it too.
ey not nobody messes with the Orc families of shikaga, you got that?
This unstoppable raptor swarm is going to make you a offer you can't refuse
I love how zee cusses out more since the whole advertiser thing started
I did a little research beforehand and think there's some good shortcuts:
1. Use a minimum mob size of 3.
2. Write it as what AC level they can hit.
My new campaign's party is level 2, they have an AC 14-18, and are currently facing enemies with +hit between 3-5. So:
- Three enemies with +3 can hit anyone except the AC 18 cleric. +4 can hit anyone
- Four enemies can hit anyone.
I have a combat encounter coming up for them (if they don't talk their way out of it) where it'll be 6 minions and 1-2 stronger NPCs...so sets of 3 enemies can spread some damage while the stronger ones give the high AC a bit of a challenge in more traditional combat.
I also feel like in mob combat it makes sense to even more directly distribute the damage between players, rather than having players "aggro" enemies, because with this approach you're basically making it one big melee. I suspect it also offsets issues where one player is likely to get absolutely SHANKED while the rest of the party is unharmed to do even if you _try_ to divide up the combat a bit someone getting all the bad rolls.
Heh. Makes me remember the Devil mafia I used in a 3.5 campaign. Super fun to have an imp with that accent constantly trying to convince the party to do evil things.
I pretty much know as much or more than you when it comes to d&d but your voice and presentation are amazing and I could listen to you forever.
A simple solution I could see used/homebrewed:
*Roll d20 to see if they even land an attack, if yes, go to step 2
*Roll 1d# of how many enemies are in that specific mob (4 enemies would be 1d4, 6 enemies 1d6, etc) to see how many enemies out of that group landed that successful attack.
*roll damage, giving that mob a specific damage type and damage die. The # of damage die you roll is how many succeeded their attack in the previous roll. (For example if you rolled a 2 previously and they deal d6 damage as a mob, you roll 2d6 for the damage dealt on that successful attack)
*If a mob has a magic user, the DM chooses whether the mobs action will be to attack as a group or to let the magic user cast a spell. If the caster has any Bonus Action spells, you can attack and cast that spell in the same round.
you have given me a gift, from hence forth, all of my mob encounters will have a front-man who speaks with a 1920's mob boss voice
Thanks to this video, For the future Whenever I introduce a Mob of enemies into combat, they are always apart of a crime family that just so happens to be helping the bad guys or are a wandering band from a wanted crime family.
Magical roaring twenties is a setting that needs to be made.
The mere concept of mob combat is an absolute blessing once you have level 2 characters with plate Mail (2e). I’m running a game for 10-12 year olds and battles are crucial since they are fighters and clerics but it gets super boring after several rounds. Allowing them to despatch 4 Orcs in a round just gets the game moving better 👌
A campaign set in a metropolis featuring mafias, cartels, heists and other crimes sounds amazing. It seems to me like a fine opportunity for downtime and PC's having professions, you know, like being craftsmen or offering services to the common folk as a cover identity between bigger crimes and stuff. The goal is to mix Shadowrun's crime "simulation" with D&D and Pathfinder's more cozy medieval fantasy setting (and streamlined rules).
Heliopolis, the city of the sun, the city of gold, rises as if from the sea itself as your ship approaches it. The placement on the coast as well as at the mouth of a great river made Heliopolis into THE centre of commerce. Thousands of ships come through daily, bearing both food, items and people from all around the world (Think victorian London, ancient Alexandria and byzantine Constantinople blended into one, but medieval). The watersides are home to many warehouses, docks and shipyards, surrounded by the homes of workers and lowlifes alike. Markets dot this urban sprawl and the castles and mansions of the wealthiest trade barons rise high above. But the underbelly of the city has it's own barons as well, as mafias and smugglers run their fishy business.
And I'll stop there with the actual city. Look for historical inspiration in its actual layout as well as the legit & criminal activities, I can't stress how important that step is for immersion. As for the players, between a seedy underbelly and the high society, there should be plenty of opportunity for them to do every kind of job imaginable from extortion to assassination to heists and smuggling, underground fist fights and drunken pub brawls as well as legit work during downtime. I'm all for plausibility and if you are DM who doesn't really take rations/travel time and the like into account while the party is in the wilderness, then this kind of setting would probably be easier for you to handwave without breaking immersion.
Unrelated to my idea, but nice to know: institutionalised thievery exists (or rather existed) in TES Morrowind as a form of controlling and taxing crime. Just food for thought, next time one of us thinks about a thieves guild.
This became very relevant when the party decided to clear out a roost of 40 imps. Basically took the Mob Combat rules, coupled with the notion that there were so many imps that each and every player shouldn't have to worry about moving into melee range manually, so essentially the entire fight played out like an early Final Fantasy video game.
Your turn, roll your attacks, good, you hit three imps, they all die. Next.
Acid breath? Sure that hits, I dunno, 5 imps. Roll damage... Yeah the saves don't matter they all take at least 10 and die. Next.
Whole fight was just fuck it, we do it as fast as conceivably possible.
The first 30 seconds are a gem, I laughed more than I have all week.
"Nice action economy you have there, would be a shame if something happened to it"
I'm dying.
My mind exploded. I'm going to need to watch this a couple billion more times to get it. Hope no one minds.
I've never been a fan of how Mob Combat makes enemies just auto-hit (plus the hit tables are a bit of a mess), so I use a modified version of Edge of the Empire's Minion Group rules:
A Minion Group is made up of several creatures, usually CR 1 or lower. Each creature adds its HP to an HP Pool for the whole group--whenever the Group takes damage equal to the HP of one Minion, then one of the Minions in the Group dies. So if you hit a Group of 4 Bandits with 10 HP each and deal 22 damage, you kill 2 Bandits and leave 2 damage in their HP pool. For AoE attacks, just roll one save for the whole group (if there is a save), then apply damage to the HP Pool once for every affected member. So if you hit 4 Bandits with a Fireball and they fail their save, you deal 32d6 damage to the HP Pool.
When making attacks, the Group only makes a single attack--however, for each Minion in the Group beyond the first, it increases its Attack Bonus by half, rounded up. So if you have a Minion Group of Bandits that usually get a +3 to hit, the Minion Group instead gets a +11. If they have multiple attacks, then roll for each as usual, making sure to adjust the Attack Bonus.
I find that using this helps speed along combat considerably. It means that characters without AoE can help plow through mobs of enemies, while still keeping AoE effective (since it just means it hits the Group multiple times). It also means you don't just spend thirty minutes rolling for every Sewer Rat attacking the PCs, while still rolling dice and making the clicky-clacky noise that pleases the dice goblin in all of us.
I KNEW Wizards and DnD were plotting to sneak ThAC0 back in. I just KNEW it.
Love your content, Mr.Bashew. looking forward to seeing you in the next video.
I have a build that I think you could do a video on:
The "Lanky Kong" build.
Step 1: Pick the bugbear race.
Step 2: Pick the fighter class.
Step 3: grab a glaive or other polearm.
Step 4: pick the battlemaster archetype.
Step 5: take the lunging attack maneuver.
Congratulations, you can now slap people from 20ft away.
Step 6 (optional): become a town guard so you can make "long arm of the law" puns.
It's a similar way to how you accelarate the gameplay in the Warhammer 40k tabletop. You resolve the attacks with the same damage profile at once.
When the jazz starts playing “oh boi it’s about to get real”
I made a campaign that is truly randomly generated based on a chunk system.
The campaign starts all of you in a library, in which one of the players find a door that is marked with a symbol.
Curious you enter.
And thats when everything is randomized,
The players are trapped in "the wandering library"
A massive pocket dimension created by some powerful wizard,
There is no further lore about the area, but there are 41 randomly generated rooms
And a possibility of up to 80,640 rooms.
Almost every party to enter the library has died except for those who either write down or memorize certain rooms.
When a party dies all information about those rules is kept in the room they died in, and there are random tidbits about the rules in certain areas of the map, there are room wide cities of people living their life in giant rooms (room size is randomly generated).
This is my version of the infinite ikea, except it is much more fun and much more dangerous.
Begin... THE ZERG RUSH!!!!
Orc mafia sounds like someone thing from the adventure zone
Dude... your animation and explanation is always SO freaking enjoyable.
The non-animated addendum vids are super great, too. My crew of almost 15yrs got a Huge kick out of the 'Tensor's Floatong Disk' vid
I run my own dnd campaign every Tuesday night and seriously, your videos help me so much. Thank You, Zee Bashew.
Zee: don’t make mob jokes
Comments: now that’s a offer I have to refuse
From a players perspective, these rules are great (and almost necessary to keep the flow of combat going) if someone knows animate objects, certain summoning spells, or has a horn of valhalla. Your DM/table will be thankful you brought these rules up instead of rolling individually for each creature you create.
If you're going to figure out what the minimum number you need to roll to hit the PC is anyway, just roll a bunch of d20s at once and figure out how many hit. That's much faster than looking it up and/or trying to memorize a table.
I love these smaller videos like this that just go over basic rules to make them so much easier to digest
You can also use this for saving throws. The PC fires a spell, a bunch of monsters are hit. But instead of subtracting their attack bonus from AC, subtract their saving throw bonus from DC.
Or, suppose you've got like... 15 priests casting sacred flame on a PC, subtract that PC's saving throw bonus from their DC, that tells you how many of the flames hit the PC.
I love these little rules vignettes. I may have played this game for a couple of decades now, but as a new fledgling DM, this is like a whole different beast. It'll get easier with time, sure, but my brain can only hold so much information.
Please keep these up Zee. (and the animated Spellbook) Let no Chad Wigglers with Fireball stop you.
Love your videos, they helped me make a wizard for the first time and I love the playstyle
We're fighting 50 orcs and a giant tomorrow, with 25 level 1 fighters on our side. Thank you.
i love every single one of your videos, your stories sound awesome, and as a beginning dm i have found your videos to be the best around. You cover both broad and unique topics and mix entertainment with knowledge dumping in the best way.
I think it would also help to give a mob a combined health pool and have individuals die based on what percentage the pool is at, so you're not overwhelmed with too many HP stats.
Well done as always! The DMG has a lot of useful things like this that are easy to overlook and forget unless you use them regularly.
Have to say, that double attack with the dagger came out of nowhere. Animation quality is amazing! Love these videos as a new DM.
I laughed too hard at "Nice action economy you got here."
"No, not that kind of mob"
Well...depends the campaign... _sometimes_ that kind of mob.
Hey Zee, love'n these new rule videos. The mass combat rule has been around since AD&D. Most people don't like this 5e rule. They really want the DM to roll for each creature. I believe its they just don't understand how it works.
Thanks Zee & have a great day.
Eh. Just roll a bunch of dice behind a screen for their benefit, and use these rules anyway.
I love this concept of Mobster Orcs!!!! This has to be a thing! Tommy Gun of Blitzing!!!
And “Nice Action Economy You Have Here” NEED’S to be a shirt.
Love your animated guides Zee!!!!
It's always fun to show a new player or dm and have you to guide them!!!
Ngl, Zee, this is the funniest video you've made in a while! (also this is a pretty smart way of doing mob combat)
Sad that this table isn't on the DM Shield.
So print it?
@@legendsofmichael4315 Comments like this always make me laugh
Sticky note!
Make your own version, mass produce it, and sell it. Then sponsor Zee and get nice advertising.
This saves, sooo much time! Had my players fight 16 enemies, this cut time by one 1hour at least!
It's kind of a niche mechanic, since in our campaign during a fight with multiple enemies, they usually don't all hit the same PC.
+ you miss out on the possible 1's or 20's the mobs can roll to get unexpected results, which is always more fun in narrative.
But you get more fun back in players thinking about their exposure. It turns the game into a cover shooter
I didn't even know this existed. I've been using a converted swarm/troop mechanic from 3.5/Pathfinder for this. Thanks!
I'm always blown away by the high quality of videos youtubers like Zee Bashew produce
This series is super useful and also delightful
I usually just make them into "one creature" named "Mob of..." or "Swarm of..." with a lotsa multiattacks that lessen as they take damage.
Wow, that sounds incredibly complicated. It makes sense and is reasonable, but if I have 3 adventurers and have to determine the numbers of groupings of orcs based on the orcs To Hit and the adventurers' AC then there's a ton of numbers to keep track of, not to mention if they orcs aren't literally a solid mass and are individually effected by different levels of cover, etc.
This is more complicated to understand than just rolling all the attacks individually
0:27
Zee's mount: 'monsters'
My ears: 'mobsters'
The *day* before you uploaded this, I was playing a Cyberpunk 2020 campaign where the players are in the Italian Mafia. Needless to say, this will be a great resource!
My Orcs are all going to be old-timey Mafioso from now on. Thanks for that.
The damage the mob deals is determined by the strongest link. So 3 goblins and a hobgoblin as a mob will make small units that can have high damage auto hit until you kill enough of the weaker monsters
Remember to group them by their + to hit bonus.
I cannot tell you how many times a mob fight has happened in a campaign only for us all to be confused as to how it works at all