tag:blogger.com,1999:blog-7817710432110712270.post5650518328176815193..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Reflections on my Modified Mook rule in playPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7817710432110712270.post-61129134914549222922018-09-13T10:29:41.356-04:002018-09-13T10:29:41.356-04:00Uh, that’s the basis. They get one success, then f...Uh, that’s the basis. They get one success, then fail the second one, so they can act only one turn.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-10799519027161722942018-09-07T18:19:37.383-04:002018-09-07T18:19:37.383-04:00HT 10 is a 50% chance of failing.
you could try:
...HT 10 is a 50% chance of failing.<br /><br />you could try:<br /><br />Half of the mooks fall unconcious each turn.<br /><br />They pass out after two turns<br /><br />Then you'd have a formula to use for other HT numbers.Unachimbahttps://www.blogger.com/profile/04873952842828774048noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-29411954522046810552018-09-07T11:19:40.656-04:002018-09-07T11:19:40.656-04:00As I run a 125pt game, more mooks are considered w...As I run a 125pt game, more mooks are considered worthies, and below point (<100pts) go down at 0 points, and anything with an advantage like HtK go down when they finally fail a death check. My higher point characters (250-275) tend to mop the floor with them (especially the weapon master ogre knight with the souped up dueling halberd).Gwythainthttps://www.blogger.com/profile/05184355400691527355noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-59438908669539102082018-09-07T09:16:11.967-04:002018-09-07T09:16:11.967-04:00DFRPG loves giving monsters good HT scores. This ...DFRPG loves giving monsters good HT scores. This strongly encourages hitting like a truck to the skull if you can without a Mook Rule. Kalzazzhttps://www.blogger.com/profile/17177712062675414026noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-81058242262807713952018-09-07T09:08:56.543-04:002018-09-07T09:08:56.543-04:00Having mooks go down at 0HP, was literally the fir...Having mooks go down at 0HP, was literally the first house rule I implemented in play. I didn't even decide in advance. The first fight of our new DFRPG campaign as soon as the first hit 0 I was "Eh, I'm not rolling HT thresholds etc for nobodies". <br /><br />Making them easier to take out also allows you to throw more bodies at the party which can be nicely cinematic.<br /><br />Deptfordxhttps://www.blogger.com/profile/12075948711015675524noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-36117235294991042472018-09-06T22:22:31.223-04:002018-09-06T22:22:31.223-04:00One thing I’ve considered in my mind is having moo...One thing I’ve considered in my mind is having mooks function below 0 HP for a few seconds based on their HT score. Example is HT 10 operating for a second then passing out. Why? That’s how long they’ll last on average anyways. Add a second of action for each extra point of HT (or effective HT with Hard to Kill or Fit) through HT 12. Above that, the guy shouldn’t be a mook.<br /><br />Still haven’t tried it yet, of course.Charles Saegerhttps://www.blogger.com/profile/00368131505593336249noreply@blogger.com