If you have played NeoExodus Legacies, chances are that you are familiar with our mob rules. Mobs are used as a creature where putting a horde of minion-level characters would be appropriate, but would be just too unwieldy.
Thus far, mobs have appeared as a terrifying element - which is what I think a mob should be. So I came up with mob rules and we have been using them occasionally in products since 2012.
This week, one of my players (shout-out to James-S) pointed out to me that when you are in a mob, you should be heavily distracted, something that was NOT in there. However, after some thinking, I must say that he was right. So I will be adding the following to the mob rules.
Why entangle? I hear you asking. Because, like the mob rules themselves, I want something that is easy, simple and that already is well-defined. The entangled condition provides a DC for concentration, makes the mob difficult terrain, lowers a target's Dex and attacks, etc. Although I considered mobs to get a free grapple, I thought it would be too powerful and not keep with the theme of disordered, unruly assault mobs do.
Note that this is entangled condition, not the entangle spell.
Mob RulesSometime it is more convenient (and quicker) to represent a group of low-level combatants by have them swarm or form into a mob. Such a group usually contains individuals with similar abilities, such as a mob of peasants or an enuka tribe. A mob obeys mob mentality and surges forward striking with whatever weapon it has handy. This creates a “creature” that resembles a swarm in many aspects. A mob that reaches zero hit points is dispersed, leaving one third for dead, one third injured or unconscious and one third still alive. However the creatures have lost the will to fight and flee as fast as they can. |
JP
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