I really like the mob rules revision you made, oslecamo, even though I've never seen the original DMG II rules. I'll use them as soon as I get the chance. Though I do have one problem with your thread. What I'm talking about is a lack of proper spacing. By the way, why don't make a PDF of these templates?
Sorta wonder what a special attack mob should look like. A Unit of warlocks/dragonfire adepts would be a sight to see.Yes, it would. Guess I'll get that draft lingering on my notes finished sometime this weekend! :P
I really like the mob rules revision you made, oslecamo, even though I've never seen the original DMG II rules. I'll use them as soon as I get the chance. Though I do have one problem with your thread. What I'm talking about is a lack of proper spacing. By the way, why don't make a PDF of these templates?
Thanks! However formating isn't exactly my strong point, and free time is a precious commodity nowadays. You're however free to clean it up and I'll post it.
As for pdfs, you're the first person asking for it honestly. You really think people would want it?
That was a great help, thank you again!
So, no comments on the supernatural unit/mob since you're at it? :p
Tyring to use this on a goblin group, but keep beeing confused on some points. Especially the size mods and the BAB stuff.Depends on what levels they are. Goblins don't have an HD by themselves, they're a "base" race. If you check the srd entry (http://www.d20srd.org/srd/monsters/goblin.htm), you can see it actually says Goblin, 1st-Level Warrior, the NPC class. Which happens to give him Bab +1.
A group of 12 goblin soldiers with shortswords +1 (1d6-1) and shortbows +3 (1d8)
Mob size: large
~100-120 HP
Ini +5(impr ini)
AC normal 17 / new: 16 (-1 size)
Grapple goblins have -1 Str +4 size mod = +3 grapple ?
Bab ? how do I know the Bab of a goblin? 0 or 1 I guess, no idea how it progresses.
Mob up: I dont really get how to calculate that. The goblins have 1 BAB I guess, so no multiply. but whats with the additional dmg HD? I dont understand that part at all.Here, let me explain with more detail:
One goblin does 1d6-1 ... so what does a large mob do and why?
I try it again: 1d6-1 > 1d8-1(large weapon)
adding +4str for large creature: 1d8+3 ? Or is it +8str as a goblin is small?
As its only 1 BAB no multiplyer.
Is that correct ??
What was that with the AC = DR ? So If I have 20AC, the mob has to be able to do more than 20 dmg to actually hurt me, right ?No, only your Armor and Shield bonus to AC count for your DR. So if you have a breastplate (+5 Armor bonus) and a Large Steel shield (+2 Shield bonus) you get DR 7 against the mob attacks. Don't count other bonus to AC.
Volley: Same problem here.It doesn't, again the ability scores don't change. Otherwise it follows the same calculations as the Mob Up damage.
A bow for small creatures does 1d4, for large 1d8 damage.
how does the "large" staturs affect the Dex or something for the bows calculation?
Dying goblins: Lets say the mob is hit by a fireball, usually most of them would be inst. dead. Does this affect the mob somehow or does he fight like normal till the end?In fluff terms, the goblins are so packed togheter that only the front ones get carbonized, and the others keep fighting like normal.
If the pc wants to move out he gets and aoo every time he moves or one aoo from every adj. mob square ? that would be a little much.One action can only provoke once from a given creature(and the mob is counted as one creature here). So however many threatened squares you move through you only get one.
Ah ok, thanks for the help. I will try once more to see if its all correct now:Only the Unit can attack adjacent oponents as a free action 1/round, a base Mob can only mash up adjacent objects.
Large Mob of 12 Goblin Warriors with 1d6-1 + Shortbows
HD: 12x10 ~100HP Large
Ini 5
Speed 10ft (original 20ft -10)
AC 16 / 11/ 15 - all clear so far
Attack: 1. Targets inside the mob auto hit + free action attack directly adj to the mob? endless Aoos
Base weapon 1d6-1 (m) > 1d8 (large)> 2d6 (huge weapon)?They don't actually have huge weapons, it's simply an abstraction of being hit by a lot of small weapons at once. Otherwise your calculations are mostly correct. Just that 10+1+1=12. The save DC is reduced by 2 beyond the first range increment, just like a bow takes penalty to the shots if one tries to shoot beyond the first range increment.
Full BAB so (2d6-1)x3 = 6d6-3 ? It that correct? Can a small goblin actually use swords/bows 1 size larger ?
Volley:1d6 (m) > 1d8 (large) = 2d6-1(huge)*3 = 6d6-3 ---- a gobblin can use a medium sword, can he use a medium bow too ?
only if no ungrappled enemy is inside the mob.
Ref DC : 10+ BAB(1) +Dex(1) =11 +range incr.(60ft)
Would be nice if you could tell me if this is correct.
A mob attack could look like this:Like Veekie said, you only get 1 aoo for an enemy moving inside your threatened area, regardless of how much you move.
It moves in, passes a pc(provokes Aoo) (2d6 trample damage) and at the end of the turn does the mob up dmg.
If the pc wants to move out he gets and aoo every time he moves or one aoo from every adj. mob square ? that would be a little much.
Poisoned arrows would work the same as always I guess.Yes. Now that's a nice touch for a mob I still hadn't tought of! :p
What's that Sith photo from?No idea to be honest, just something I randomly found in the web. :P
A mob automatically deals damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob attacks ignore concealment and cover. A mob’s attacks are non-magical, unless the base creature’s attacks are considered magical. Damage reduction applies to mob up attacks. If a creature has armor and/or shield, add their AC bonus to the creature's DR against Mob Up. Mob Up cannot hurt a creature with enough DR to fully nullify the attacks of the base creature composing the Mob.
The damage amount and type is based on the damage the most common kind of individual of the mob would normaly deal, but multiplied by a factor based on it's BAB and increase the damage HD according to the new size.
1/2 BAB:Don't multiply
3/4 BAB: multiply by 2
Full BAB:multiply by 3
For example, a mob of 50 orc warriors with longswords would deal 12d6+6 damage to any creature inside it every turn.
The mob can also choose to deal that damage to any unattended object it is touching. So a mob could eventually bring down walls and houses, assuming it's members had enough strength.
Also, the damage would change from small to large, correct? So 1d3 (small) > 1d4 (med) > 1d6 (large)? Then, because of full BAB, it's x3? 3d6 + (2 x 3 = 6)? Plus poison, of course.
This is a really cool idea, but there's currently no way to interact with mobs or units except damage (and negative levels which act like damage against mobs/units) so there's not much to do when you meet them except run away or go with the slugging match (unless you have a ranged attack and they don't, in which case you win but that's still not all that interesting.)1-It's indeed suposed to simplify interaction. They're kinda suposed to be like 3.0 golems, durable, raw power, and immune to most tricks out there.
Why not have them be resistant to status conditions, rather than straight up immune? They should probably still be immune to effects that don't encompass their whole area, but for effects that do, maybe let them apply their size modifier (+4 per category over medium) on the save?Too many area effects that don't allow saves out there.
Mmm, yeah; this is a bit weird. Amongst other things, it means that a group of eight commoners will somehow not run in terror from a Great Wyrm that would quite like the hairless apes to go away so it can get back to rearranging its treasure. Which... seems to defeat the point of a fear aura somewhat. :huhThe alternative is to fully defeat the point of any kind of military organization, because whitout this, in D&D grouping 8 guys togheter is just asking them to be raped by area effects.
despite it being a hell of a lot easier to disperse, say, the drunken contents of a pub than a smaller military unit.To be fair, a bunch of drunkards is not really a mob. A bunch of guys going in a killing/burning spree, that's a mob, and last time I checked they have to bring in shock forces to deal with those. When they can deal with them at all.
Ah.Tentacle orgy?
... I'll just satisfy myself with trying to form a pseudonatural creature mob at some point.
Does a mob add its size modifier to the save DC of its volley attack? The text doesn't say it does but it does mention adding that modifier to the DC of other saves the mob causes.No, since the Volley gets to add the Bab while most other abilities don't (correct me if I'm mistaken on this).
EDIT: Since only half the members need a ranged weapon to use the volley option, can a unit perform a volley and still deal mob up damage at EOT (the members in the center of the formation attack at range while the edges engage in melee)?Yes.
2nd EDIT: How does moving within a mob/unit work for friendly creatures that are not part of said mob/unit (IE the other PCs)? Is it possible and does it provide cover of any sort?Friendly creatures still count a mob/unit as difficult terrain as it's still a bunch of tightly packed creatures. The mob/unit moves independently of creatures that are not a part of it, but will still grant cover as a bigger creature normally would.
So a few questions:Yes.
1) A unit of Zombies would lose their Critical Strike and Precision Damage immunity, correct?
2) How would Tactics work with activated abilities involving attack rolls, or for that matter stuff like Martial Adept Strikes/Boosts? Would you just make a single attack against a target in reach? Do you need to roll the attack roll? Are you using Mob Up/Volley damage as the Unit or just a single attack as the base unit of the mob? Would something like a Boost apply to all the mobs attacks (presuming it works with more then 1 attack normally)?Yes single-target maneuvers would remain single-target with normal attack/damage roll. Only use mob-up damage when specifically called. A boost would affect all of the unit's attacks as appliable.
3) Supernatural Mob/Unit are interesting, but kind of funky. Namely how their Laser Up and Focused Laser Barrage compare to Mob up and Volley. I was missing around with it with Warlocks, and I noticed that Mob Up generally outperformed Laser Up. This mainly stems from the damage multiplier from having 3/4 BAB which doesn't seem to apply to Laser Up, and even further for units that get to benefit from Discipline bonus damage. For Instance a Large Mob/Unit of Warlock 3 with Mob Up deal 4d6/+6 (assuming Str 8 with Morningstar) but only 3d6/4d6 with Laser Up. And then you need to make an attack roll. At bigger group sizes this difference only increases. It kind of evens out if you are using Higher level warlocks in smaller groups, but not by much.There's several details that you seem to have overlooked:
Obviously the Warlock Mob Unit has more options available to it then Laser Up and Barrage, namely Laser Storm as an extra free attack, but it seems kind of odd that the warlocks are better off smacking people with weapons then eldritch blasting them. And of course this issue probably isnt a problem for most other applications of the template and is just a bit nitpicky on my part, but I felt like it would be good to point that out.
4) And is bonus damage multiplied when calculating mob damage? From 1 Flaming weapon for example?Assuming everybody in the mob has flaming weapons, yes. A single one wouldn't do any difference though.
3) Supernatural Mob/Unit are interesting, but kind of funky. Namely how their Laser Up and Focused Laser Barrage compare to Mob up and Volley. I was missing around with it with Warlocks, and I noticed that Mob Up generally outperformed Laser Up. This mainly stems from the damage multiplier from having 3/4 BAB which doesn't seem to apply to Laser Up, and even further for units that get to benefit from Discipline bonus damage. For Instance a Large Mob/Unit of Warlock 3 with Mob Up deal 4d6/+6 (assuming Str 8 with Morningstar) but only 3d6/4d6 with Laser Up. And then you need to make an attack roll. At bigger group sizes this difference only increases. It kind of evens out if you are using Higher level warlocks in smaller groups, but not by much.There's several details that you seem to have overlooked:
Obviously the Warlock Mob Unit has more options available to it then Laser Up and Barrage, namely Laser Storm as an extra free attack, but it seems kind of odd that the warlocks are better off smacking people with weapons then eldritch blasting them. And of course this issue probably isnt a problem for most other applications of the template and is just a bit nitpicky on my part, but I felt like it would be good to point that out.
1-Although the warlock's blast damage is indeed not multiplied, it also outright ignores armor/shield/natural armor, so swarming with morningstars would only be superior against very lightly armored targets.
2-Warlock mob blast does not demand you to get closer and eat aoos.
3-There's several extra effects a bunch of debuffs you could add to their blast.
4-You kinda selected a biased example since warlock blast is infamous for being kinda lowish damage. Although now that I think about it I'm not very sure where you got the +6 to morningstar mob damage since 8 Str should be a negative modifier.
4) And is bonus damage multiplied when calculating mob damage? From 1 Flaming weapon for example?Assuming everybody in the mob has flaming weapons, yes. A single one wouldn't do any difference though.
4 - Yeah like I said this issue only came up with the warlocks, they are somewhat low damage overall. I only used them because I was building a Unit of them (Warlock Drow Specifically) and that they were one the examples of a supernatural mob/unit as mentioned in the template.That is indeed correct.
The +6 is for the Unit and from the Discipline ability, which gives bonus damage based on size on top of scaling weapon damage (unless I read that wrong):
1d8-1 (base Warlock) > 2d6-1 (Large Warlock Mob) > 2d6+3(Large Warlock Unit) > 4d6+6 (after 3/4th BAB multiplying damage by 2)
Okay that is good to know, but to clarify something which I wasnt clear with my question, do you also scale up the bonus damage based on size, or only base weapon damage?Well the extra fire damage is already kinda represented by the multiplier for Bab. Fire damage from weapons indeed doesn't scale by size whetever it's a pixie dagger or a titan maul. I could put a clause for that, but I'm afraid of opening a can of worms to promote stacking all the d6s you can in a small creature and then reap the size benefits.
For instance, Medium Fire Elementals deal 1d6 fire damage on top of their slam damage. If you had a Large Mob of Medium Fire Elementals, would the Slam now receive a upgraded 1d8 extra fire damage, or would it not scale with size and remain 1d6?
I ask because normally damage like that doesnt scale up (the flaming property on a Large Longsword Wielded by a Large Creature still deals 1d6 Fire), but at the same time the damage scaling is in part abstraction of just being hit by multiple creatures in a group, so I imagine a mob of fire elementals is going to deal more fire damage then a single fire elementals base attack would.
Speaking of BAB and multiplied damage though, in the rare scenario where you have a multi classed mob (or monster mob with racial HD and class levels), you would probably just treat the BAB as what it would average out to for a creature of that HD yeah?Correct.
For example, a Mob of Bugbear (3HD of 3/4 BAB) with 3 Levels of Sorcerer (1/2 BAB) would be treated as having 1/2 BAB for purposes of multiplying damage correct?
Sorry for all the questions BTW =PNo problem, you're welcome. :)
My head's kinda burned right now, but I'll just point out a couple things:
1-At first level squishies go down in 1 round of melee.
A fire giant (CR 10) makes 3 attacks for 3d6+15, average of about 76 damage without crits. But he has power attack and is wielding a two-handed weapon by default, so he can easily get a 24+ damage in a full attack if facing a squishy target, keeping up damage with the mob. So squishies that get in melee range do drop in 1 round at mid levels against melee specialist already.
And from a fluff perspective, it is a classic that the heroes can't just mindlessly charge in the middle of a compact formation of mooks. Heck, more often than not, a compact formation of mooks is enough to make the heroes choose to run away to fight another day, or engage in skirmish tactics to wear down their opponents without eing surrounded, although one on one or even ten on one the mooks would have no chance.
Actually single-target effects that kill creatures do remove HP from a mob (and multi-target will remove multiples). And it loses immunities as it's losing HP. And takes extra damage from area effects and cleave/greater cleave. Heck even vulnerable to black tentacles. And the mob's AC/saves should be pretty crappy meaning it will be losing basically every save and you can full power attack it and only miss on 1s. That basic Fire Giant can probably one-round a colossal mob of basic 1st level dudes despite being a couple CRs lower.A fire giant (CR 10) makes 3 attacks for 3d6+15, average of about 76 damage without crits. But he has power attack and is wielding a two-handed weapon by default, so he can easily get a 24+ damage in a full attack if facing a squishy target, keeping up damage with the mob. So squishies that get in melee range do drop in 1 round at mid levels against melee specialist already.
It can also miss for various reasons, doesn't ignore a chunk of defensive measures from both sides of the martial/magic divide, can end up in a position where its attacking risks it getting hit, and doesn't negate every single-target ability in the game and most debuffs. Whilst being able to hit every PC every round without fail for high damage. That's too many things at once.
You mean like the Trojan war? Where the trojans had two named heroes who were explicitly weaker than the greek's best, die relatively fast and then the trojan mooks hold a literal army of greek named heroes for a decade before Ulysses pulls a super bluff check and then they just go coup de gracing the trojan mooks during their sleep?QuoteAnd from a fluff perspective, it is a classic that the heroes can't just mindlessly charge in the middle of a compact formation of mooks. Heck, more often than not, a compact formation of mooks is enough to make the heroes choose to run away to fight another day, or engage in skirmish tactics to wear down their opponents without eing surrounded, although one on one or even ten on one the mooks would have no chance.
But there's also plenty of stories where the number of combatants is totally irrelevant and any number of weak enemies is literally just cannon fodder. There's enough mythological stories where numbers weren't enough and you needed to pit heroes of equal force against each other to achieve anything at all--the Greeks seemed to be a big fan of those sorts of things. Then there's the intermediate step where you can throw an entire army against one person and eventually kill them but at the cost of having lost the battle anyone as it worked out to a draw.
Or a lot of mecha series.Gundam series always have the main mecha fighting as part of a bigger force. Even Mazinger and Getter Robo and TTGL ended up needing to rally armies to help win the day at the end. Getter Emperor actually deploys squads of rifle humies as part of its attack patterns, besides budding smaller getters.
There's level ranges and situations where that's appropriate, but a ten level gap is the difference between summoning a horse and teleporting a party the length of a continent. A disorganised low level mob is not the sort of thing that should be threatening level 11 fighters.But then that raises the question of why would anybody bother to train and maintain armies. If quantity doesn't have a quality of its own, then there's no reason to ever go for quantity.
Hmmm, I've never had problems with threatening PCs with large groups of mooks in the past?So you're fine with rolling dozens/hundreds of rolls for all the mooks? :psyduck
the PCs have to burn some AoE uses or just wade into them for a somewhat protracted combat while taking some hits.
either way, it is a distraction and/or challenge.
an interesting idea nonetheless.
Actually single-target effects that kill creatures do remove HP from a mob (and multi-target will remove multiples). And it loses immunities as it's losing HP. And takes extra damage from area effects and cleave/greater cleave. Heck even vulnerable to black tentacles. And the mob's AC/saves should be pretty crappy meaning it will be losing basically every save and you can full power attack it and only miss on 1s. That basic Fire Giant can probably one-round a colossal mob of basic 1st level dudes despite being a couple CRs lower.A fire giant (CR 10) makes 3 attacks for 3d6+15, average of about 76 damage without crits. But he has power attack and is wielding a two-handed weapon by default, so he can easily get a 24+ damage in a full attack if facing a squishy target, keeping up damage with the mob. So squishies that get in melee range do drop in 1 round at mid levels against melee specialist already.
It can also miss for various reasons, doesn't ignore a chunk of defensive measures from both sides of the martial/magic divide, can end up in a position where its attacking risks it getting hit, and doesn't negate every single-target ability in the game and most debuffs. Whilst being able to hit every PC every round without fail for high damage. That's too many things at once.
You mean like the Trojan war? Where the trojans had two named heroes who were explicitly weaker than the greek's best, die relatively fast and then the trojan mooks hold a literal army of greek named heroes for a decade before Ulysses pulls a super bluff check and then they just go coup de gracing the trojan mooks during their sleep?QuoteAnd from a fluff perspective, it is a classic that the heroes can't just mindlessly charge in the middle of a compact formation of mooks. Heck, more often than not, a compact formation of mooks is enough to make the heroes choose to run away to fight another day, or engage in skirmish tactics to wear down their opponents without eing surrounded, although one on one or even ten on one the mooks would have no chance.
But there's also plenty of stories where the number of combatants is totally irrelevant and any number of weak enemies is literally just cannon fodder. There's enough mythological stories where numbers weren't enough and you needed to pit heroes of equal force against each other to achieve anything at all--the Greeks seemed to be a big fan of those sorts of things. Then there's the intermediate step where you can throw an entire army against one person and eventually kill them but at the cost of having lost the battle anyone as it worked out to a draw.
Meanwhile the 300 spartans appear to be invincible until the persians get a proper flanking going and then even the spartan king goes down to the persian's mooks like a whimp.
Then there's the classic LoTR where individuals like Sauron and Gandalf are supposed to be demigods walking the earth, but get enough goblins/orcs and you can swarm them.
Or a lot of mecha series.Gundam series always have the main mecha fighting as part of a bigger force. Even Mazinger and Getter Robo and TTGL ended up needing to rally armies to help win the day at the end. Getter Emperor actually deploys squads of rifle humies as part of its attack patterns, besides budding smaller getters.
There's level ranges and situations where that's appropriate, but a ten level gap is the difference between summoning a horse and teleporting a party the length of a continent. A disorganised low level mob is not the sort of thing that should be threatening level 11 fighters.But then that raises the question of why would anybody bother to train and maintain armies. If quantity doesn't have a quality of its own, then there's no reason to ever go for quantity.
Plus explains why BBEGs love lurking in dungeons with tight corridors. Keeps them safe from being swarmed. :p
So you're fine with rolling dozens/hundreds of rolls for all the mooks? :psyduck
Do I really have to point out that this is a lot of "probably"s that need more checking? Last time you used a mob you did nearly kill everyone except the mathematical abomination Anomander's playing in a single round.Well, that was more fault of too much pimping of the gestalt enemy on my part than the mob rules. It is not easy to properly calibrate encounters when indeed attacks that nearly kill some party members only deal moderate damage to other party members.
Yeah, the Trojan War where Achilles was unstoppable until a god specifically took action to take him out.Paris was the one sniping Acquilles. Some versions of the story have Apollo Aid Anothering him, but then Acquilles also had gods cheering him on too.
The same Greek Myths where half of Herc's labours were killing things that couldn't be swarmed by sheer numbers. At which point they go spend the next ten years holing up inside of their walls rather than coming out to fight--that's a siege, not a battle.
What about Beowulf, with the minor issue of "well, our soldiers can't do this, but this one guy can".Ok, one story.
And LotR? Bad example. Yeah, the named human characters can be overwhelmed. Gandalf and Sauron? Nope. Gandalf survived every mortal battle he was ever in without issue, and Sauron's being defeated by the Last Alliance? It wasn't the numbers; he was single-handedly stopping an entire army by smashing it to pieces. It was one of the four named characters in the battle (two of whom were dead) who basically scored a crit. That isn't a mob of low level characters, that's an out-of-CR boss fight with NPC's to soak up damage for a bit. The rest of the setting is even worse. Nazgul? Named characters and they were generally operating as generals in the past. But go back to the Silmarillion and it's even more skewed: the earlier parts of the war include an entire army refusing to engage with a single elf who went to take on Morgoth. Or single entities radically changing the tide of battle--Ancalagon is a great example of "and no amount of numbers is going to help against a max-size dragon".Remind me, what happened after the big battle against Sauron?
TTGL ultimately resolves to "what can a single party do against a single enemy" and any groups are totally sidelined. There's certainly no army in Getter Robo Armageddon or New Getter Robo. Gunbuster and Diebuster's biggest fights are sans army. Code Geass pretty much operates in a space of "the newest mecha eclipse the common stuff by such a margin they aren't worth considering". NGE doesn't have much of a role for armies or numbers.Eeerrr, Gunbuster's grand finale is they gathering a massive army to zerg rush the enemy spawn camp. Diebuster's robot girl's main ability is having a zillion mecha mooks at her command. Lelouch's main trait is that he can rally a bunch of random peasants armed with smuggled/stolen weapons into an effective fighting force and Code Geas's grand finale has Lulu blocking the super flying fortress's nukes by literally throwing nameless mooks at them. NERV's base is completely crushed by a regular army despite having tanked multiple angels and EVA-2 gets beaten by mass produced models.
There's pretty much a lot of examples either way. There's no universal rule that a large group of weaker enemies must be threatening and at a certain point it stretches much credibility: how the hell are these weak groups acquiring all the items they need to do any damage?Well the basic idea is that pointy sticks never become fully obsolete.
I thought it was availability. The XP required for levelling rapidly increases as you go up in level, yet the valid sources of experience diminish--essentially, you end up in a world where most enemies aren't challenging enough to learn anything. So you maintain an army of mostly level 1 warriors because they're capable of dealing with most low-level threats, and a large polity will have some medium and maybe high level characters around to deal with monster incursions etc. that are otherwise impossible to handle. It's pretty much how adventurers are justified: there aren't enough high level people available to DEAL with these and only relying on the few high levels leaves you with a defence full of holes that a low level army can actually rush through because the higher levels can't be everywhere at once.You're assuming that everybody has to grow with exp.
XP to level goes up, XP available goes down, and higher levels are exponentially rarer. Having a high levelled wizard basically makes you a nuclear power, but that means you can afford bigger armies in the first place. One's more economical than the other.
And "keeps them from being swarmed" is the point. You don't have highly powered characters utilising large amounts of weaker allies for the damage potential, it's so that they don't get bogged down and left vulnerable to other high powered characters or kept from reaching some objective in time. "Uncoordinated but large mobs being as inherently lethal as boss enemies" is a little strange at higher levels.Again, just ask the guy who took out Sauron with nothing besides a broken piece of metal.
I don't suppose you could share your super script with us? :PSo you're fine with rolling dozens/hundreds of rolls for all the mooks? :psyduck
It's called Aid Another.
They attack in sets of 10 to 30 or so with reach weapons, everyone else in the group aids the single attacker - reduce size of attackers and/or make them flying creatures if you really need to pile the numbers on a tank or brick. They will hit the PCs, even with 30-50 ACs, or more. This method reduces the dice rolling to one roll per set of 'x' mooks. doable even by physical dice. For the Aid Another check, I can either fiat/assume a success or a certain percentage of success every time, roll one more die to determine how many succeed (yes, I have a 30 sided die), or I can roll them all using my next comment.
Besides, I have the best dice roller on the planet. It can handle up to 1000 rolls in a few seconds. Write the dice script ahead of time, push the button, and it sorts the results however I want. So if I wanted to, yes, yes I could roll for dozens or even hundreds of mooks in just a few seconds.