Your super awesome wizard just cast sunbeam on your horde of orcs.
How do you apply the conditions associated with spells to a horde or mob? Do you just create a new mob from the ones that failed and blinded. The DMG doesn't really go into how to do advantage and disadvantage for mobs (dmg pg 250). For each condition applied to the mob is that a new mob based off who passes and fails?
How do you do AOE stuff. Do you assume that all of the mob is in the area, half, quarter?
Lastly, how do you deal with the Damage. Does the damage done to the affected creatures in the area go toward the hp pool of the horde?
so....many....questions.
Thank you in advance. You guys are truly awesome DMs,.
I'm going to assume that your question is specific to a hoard of orcs and that sunbeam was cast on. I don't know the context of this fight but I wouldn't suggest even putting your players up against hundreds of orcs. Either it will be way to slow of a combat or it will not feel like an epic fight against an army. I would instead have them get behind enemy lines and engage the orc king/leader/general and a small entourage of escorts. This would still be a powerful strike to the hoard but be much easier to run.
It was more of just an example. I agree that fighting a smaller number and a general/leader would be easier. However, slaying a horde of hundreds would be fun. but the question i ask can also be a lot smaller horde of higher CRs.
in my real scenario, the party pissed off a Giant stronghold. And 20 giants are coming. I already grouped them into 4 giants. My plan is to not have them fight all 20 giants but fight the king and his sons. The 20 giants will be fighting other NPCs. However, i can't promise that the spellcasters won't try to cast spells that apply conditions on some of the enemy groups. When that happens i want to be prepared.
The rules for Mob Attacks are only for use when attacking, monsters take damage by the normal rules as if they were individual figures. In the case of sunbeam vs a horde of orcs, orcs have 15 hp and sunbeam averages 27 damage so you can just delete any orc that failed its save instead of bothering with keeping track of blindness.
If you really want to use hordes of weenie monsters in 5e, I recommend finding or inventing minion rules (they were introduced in 4e but it's hard to directly port those rules to 5e because of different system assumptions. Matt Colville has some commentary on them, including rules in his Flee Mortals product).
Yah, that sounds great. And if they do decide to divert some of their resources to another fight there should definitely be some kind of effect, it could be as simple as the group engaging them takes less losses though.
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Your super awesome wizard just cast sunbeam on your horde of orcs.
How do you apply the conditions associated with spells to a horde or mob? Do you just create a new mob from the ones that failed and blinded. The DMG doesn't really go into how to do advantage and disadvantage for mobs (dmg pg 250). For each condition applied to the mob is that a new mob based off who passes and fails?
How do you do AOE stuff. Do you assume that all of the mob is in the area, half, quarter?
Lastly, how do you deal with the Damage. Does the damage done to the affected creatures in the area go toward the hp pool of the horde?
so....many....questions.
Thank you in advance. You guys are truly awesome DMs,.
I'm going to assume that your question is specific to a hoard of orcs and that sunbeam was cast on. I don't know the context of this fight but I wouldn't suggest even putting your players up against hundreds of orcs. Either it will be way to slow of a combat or it will not feel like an epic fight against an army. I would instead have them get behind enemy lines and engage the orc king/leader/general and a small entourage of escorts. This would still be a powerful strike to the hoard but be much easier to run.
It was more of just an example. I agree that fighting a smaller number and a general/leader would be easier. However, slaying a horde of hundreds would be fun. but the question i ask can also be a lot smaller horde of higher CRs.
in my real scenario, the party pissed off a Giant stronghold. And 20 giants are coming. I already grouped them into 4 giants. My plan is to not have them fight all 20 giants but fight the king and his sons. The 20 giants will be fighting other NPCs. However, i can't promise that the spellcasters won't try to cast spells that apply conditions on some of the enemy groups. When that happens i want to be prepared.
The rules for Mob Attacks are only for use when attacking, monsters take damage by the normal rules as if they were individual figures. In the case of sunbeam vs a horde of orcs, orcs have 15 hp and sunbeam averages 27 damage so you can just delete any orc that failed its save instead of bothering with keeping track of blindness.
If you really want to use hordes of weenie monsters in 5e, I recommend finding or inventing minion rules (they were introduced in 4e but it's hard to directly port those rules to 5e because of different system assumptions. Matt Colville has some commentary on them, including rules in his Flee Mortals product).
Yah, that sounds great. And if they do decide to divert some of their resources to another fight there should definitely be some kind of effect, it could be as simple as the group engaging them takes less losses though.