I have been trying to learn how to handle larger scale combat in D&D (5e). I know there are rules for Mass Combat in the "Mass Combat" Unearthed Arcana that has been released. However, I am not trying to run combat and this large a scale. In the "Dawn Chasers" campaign, there is a combat encounter that includes 24 enemies and a crew of NPC's on the PC's side, 5 of which are named NPC's that could be given more prominence based on DM discretion.
The rules in the campaign add a unique mechanic to speed up combat with all involved NPC's where you roll a 1d4. On the roll of a 1, someone on your side dies and the roll of a 2+ results in that many of the enemy dying. I like this mechanic because of the feel of the hectic nature of larger scale close quarters combat. However, it feels a little too arbitrary for the 5 named NPC's. I'm trying to find a middle ground between doing something like using the Mob mechanic from the DMB and the 1d4 mechanic for more notable NPC's who take place in a larger battle.
My goal is to have more notable NPC's have a pool of HP and even a class and possibly a full character sheet when it is needed, but not have to take a full "player" turn for every NPC in combat, but also make the NPC's still feel significant.
I wanted to see how others have handled combat that is like this and what suggestions you might have. To save time, I have read through the DMG, so I'm aware of what the DMG offers in this regard.
Do thresholds... and break the fight up into phases. From the PCs perspective, they face a group of more than 20 combatants. Do a mixture of Mob rules and some box text. After 2-3 rounds of establishing the frenzy of battle (don't focus fire your PCs), have a cut-scene that brings the PCs face to face with the named NPCs you want them to fight. As they are fighting, use descriptions to bring back in the battle around them, but the main focus of the fight is the PCs versus the NPCs. If you then have a final Chieftan or whatever, go to the last phase after they think they have nearly won. Periodically a fighter from the general melee might break in (keep using Mob rules for these) for drama, but keep the story focused, just use it for drama or pacing. If it is too slow, don't bring other elements in. If it is too fast, bring in a few more.
I'm a newer DM currently running "The Dawn Chasers" campaign by M.T. Black that can be found here https://www.dmsguild.com/product/197411/The-Dawn-Chasers--Adventure.
I have been trying to learn how to handle larger scale combat in D&D (5e). I know there are rules for Mass Combat in the "Mass Combat" Unearthed Arcana that has been released. However, I am not trying to run combat and this large a scale. In the "Dawn Chasers" campaign, there is a combat encounter that includes 24 enemies and a crew of NPC's on the PC's side, 5 of which are named NPC's that could be given more prominence based on DM discretion.
The rules in the campaign add a unique mechanic to speed up combat with all involved NPC's where you roll a 1d4. On the roll of a 1, someone on your side dies and the roll of a 2+ results in that many of the enemy dying. I like this mechanic because of the feel of the hectic nature of larger scale close quarters combat. However, it feels a little too arbitrary for the 5 named NPC's. I'm trying to find a middle ground between doing something like using the Mob mechanic from the DMB and the 1d4 mechanic for more notable NPC's who take place in a larger battle.
My goal is to have more notable NPC's have a pool of HP and even a class and possibly a full character sheet when it is needed, but not have to take a full "player" turn for every NPC in combat, but also make the NPC's still feel significant.
I wanted to see how others have handled combat that is like this and what suggestions you might have. To save time, I have read through the DMG, so I'm aware of what the DMG offers in this regard.
May I recommend side initiative?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Do thresholds... and break the fight up into phases. From the PCs perspective, they face a group of more than 20 combatants. Do a mixture of Mob rules and some box text. After 2-3 rounds of establishing the frenzy of battle (don't focus fire your PCs), have a cut-scene that brings the PCs face to face with the named NPCs you want them to fight. As they are fighting, use descriptions to bring back in the battle around them, but the main focus of the fight is the PCs versus the NPCs. If you then have a final Chieftan or whatever, go to the last phase after they think they have nearly won. Periodically a fighter from the general melee might break in (keep using Mob rules for these) for drama, but keep the story focused, just use it for drama or pacing. If it is too slow, don't bring other elements in. If it is too fast, bring in a few more.
Chapter 8 of the Dungeon Master's Guide has a heading called Handing Mobs under the Combat section.