darrenan
September 9th, 2021, 06:02
I am planning on adding some support for Mooks to the 13th Age Ruleset and the small group of players I have helping me test changes to the ruleset were discussing the best way to go about it. I'm curious to get other opinions about how other GMs run mooks in FG and what folks would like to see.
My initial idea for implementing this is:
When an encounter is added to the CT, we first check to see if any of the NPC groups in the encounter are mooks.
If there are, a special hidden CT entry is created for each mob of mooks which tracks HP for the mob. Encounters can have multiple mook mobs in them.
Individual mook entries in the CT will have initiative as normal, but will not have conventional HP tracked. Instead, on both sides of the screen (player and GM) mooks show up as either Healthy or Dead, no other status.
When individual mooks are attacked and dealt damage, the damage dealt ends up being applied to the hidden mob entry and not to the individual mook.
In the chat window, the GM is informed of how much damage was done, how many mooks should be removed from the field, and the remaining HP in the mob.
The GM is then free to remove the individual mooks that they wish based on targeting, situation, dramatic effect, whatever, and narrate it however they please just as the core rules tell you to do.
However, one of the other members of my group was wanting HP tracking on individual mooks, which isn't really how mooks work according to the rules, but might make more sense to players and consistency with the world. It might also make more sense to players who are used to the way other rulesets work in FG.
I'm open to any and all thoughts and suggestions. Fire away.
D.
My initial idea for implementing this is:
When an encounter is added to the CT, we first check to see if any of the NPC groups in the encounter are mooks.
If there are, a special hidden CT entry is created for each mob of mooks which tracks HP for the mob. Encounters can have multiple mook mobs in them.
Individual mook entries in the CT will have initiative as normal, but will not have conventional HP tracked. Instead, on both sides of the screen (player and GM) mooks show up as either Healthy or Dead, no other status.
When individual mooks are attacked and dealt damage, the damage dealt ends up being applied to the hidden mob entry and not to the individual mook.
In the chat window, the GM is informed of how much damage was done, how many mooks should be removed from the field, and the remaining HP in the mob.
The GM is then free to remove the individual mooks that they wish based on targeting, situation, dramatic effect, whatever, and narrate it however they please just as the core rules tell you to do.
However, one of the other members of my group was wanting HP tracking on individual mooks, which isn't really how mooks work according to the rules, but might make more sense to players and consistency with the world. It might also make more sense to players who are used to the way other rulesets work in FG.
I'm open to any and all thoughts and suggestions. Fire away.
D.