Difference between revisions of "Group template"
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The '''group template'' is to bunch together several low-threat creatures in a group to increase speed in a combat and make a throng of opponents a real threat. | The '''group template''' is to bunch together several low-threat creatures in a group to increase speed in a combat and make a throng of opponents a real threat. | ||
== Design notes == | == Design notes == |
Revision as of 23:51, 19 March 2023
The group template is to bunch together several low-threat creatures in a group to increase speed in a combat and make a throng of opponents a real threat.
Design notes
Using groups is a way to make larger numbers of less intimidating creatures more viable to powerful heroes by simplifying the combat. It's considered that the group makes multiple actual attacks or other actions, but use fewer and more likely-to-hit dice rolls instead of rolling a multitude of dice. Similarly for saves such as a dexterity save is more likely to be effective as individual members may be downed instantly, but then covers for others and it evens out to neither advantage nor disadvantage and no penalty or bonus to saves.
Applying a group template is for a creature type large enough to have their own stat block, so usually larger than tiny. It's simply more of them grouped up than playing multiples of a weaker or smaller creatures on a battle map. Packs of wolves could be a group, or a small guard squad could be one. The statistics reflect the members helping one another by making multiple attack attempts, exposing weak spots or to protect each other. Working closely together like this doesn't require as much space to position in combat and to consider individual members at times may weave in and out of their main formation which can help them reach foes further away or avoid getting cramped by a foe, i.e. some members may not be confined to the squares on the battlefield and may strategically move to attack or defend in the immediate vicinity.
Groups are made on creatures with homogenous traits and though the template may be useful for tiny or creatures larger than medium, make sure to see the results before using it in an encounter.
Group traits
The group is a unit of several members joining together working both as the group unit as well as individuals. A group can alter its formation as long as total movement doesn't exceed the group's movement and it can move through any opening large enough for a member of the group. Treat any opening smaller than a group member's normal square size as difficult terrain.
If an individual member is killed, downed or otherwise incapacitated, decrease the group's HP pool by the base creature's HP. If a specific-target effect doesn't do enough damage to down a "whole member", the damage is instead distributed in the group HP pool as resisted damage. Area damage is applied to the group HP pool.
At DM defined intervals (members downed or group HP pool total lowered), the group's bonuses and actions should be lowered to reflect its loss of fighting capability. Two smaller groups can also join up to count as a larger group, if it's advantageous, or they can split up.
The group is immune to many conditions but the individual members are not. Treat any spell that downs or incapacitates an individual like downing a member with an attack (though they potentially can rejoin later).
The group can only regain hit points up to the maximum of active members' base creature HP combined, and for each application, at most a base creature's HP minus one. If a spell would give temporary HP to multiple targets, add those multiples of temporary HP to the group HP pool unless the same individual would be targeted more than once.
Apply Template
- Amount: How many members will feasibly help one another effectively?
- Hit Points: Add up HP for all creatures in a group HP pool
- Movement: Lower movement speed.
- <=30 = -5
- >30 = -10
- >60 = -20
- Size: 1 square for each 2.5 medium (x0.4) or 5 small members (x0.2).
- 10-20 tiny members depending on size, or 1.5 large or larger in a standard area
- 2 or more squares = "large"
- 7 or more squares = "huge"
- 13 or more squares = "gargantuan"
- Reach: If a 2nd square is added, DM decision to give it reach 10ft (lunging towards enemies etc)
- Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Bonus action options: "Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions."
- Group Bonus: Initial +2. +1 more if there are more than 4 members. At 10 add another +1 and an additional +1 for every additional four (round up). Group Bonus applies to:
- To hit
- Damage
- Str/Con-checks
- Str/Con-saves
- Perception. Up to +5.
- Half to AC, rounded up. Do not add more than +2 unless the total still is at most 20.
- Multiattack: If there are 4 or more members, gain one multiattack use.
- Extra actions: Add one reaction and one bonus action for every 5 members
Actions
- Cast a spell
- Contests in combat (GM decision)
- Dash (once per turn)
- Disengage
- Grapple
- Help
- Hide
- Interact (beyond 1 free interact)
- Ready (once per turn; single attack only)
- Search
- Shove
- Use an object
Examples
Group of 10 Wolves
Large (4sq) Group of Medium Beasts, Unaligned
- Armor Class 16 (natural armor +1, group +3)
- Hit Points 110 (2d8 + 2)*10
- Speed 30 ft.
- Initiative +2
- --
- STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +8, Stealth +4, Athletics +6
- Senses Passive Perception 16
- Languages --
- Challenge 5 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +5. The group has 3 bonus actions and 3 reactions per turn instead of 1 each.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf pack has advantage on all attack rolls while the group is active.
Actions
Multiattack. The group makes two attacks with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 2 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Bonus Actions
"Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 15 Guards
Large (6sq) Group of Medium Humanoid (Any Race), Any Alignment
- Armor Class 19 (chain shirt 13, shield +2, group +3)
- Hit Points 165 (2d8 + 2)*15
- Speed 25 ft.
- Initiative +1
- --
- STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +8, Athletics +7
- Senses Passive Perception 18
- Languages Any one language (usually Common)
- Challenge 6 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +6. The group has 4 bonus actions and 4 reactions per turn instead of 1 each.
Actions
Multiattack. The group makes two attacks with its spears.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 1 + 6) piercing damage, or 11 (1d8 + 1 + 6) piercing damage if used with two hands to make a melee attack.
Bonus Actions
"Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 5 Guards
Large (2sq) Group of Medium Humanoid (Any Race), Any Alignment
- Armor Class 18 (chain shirt 13, shield +2, group +2)
- Hit Points 55 (2d8 + 2)*5
- Speed 25 ft.
- Initiative +1
- --
- STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +5, Athletics +4
- Senses Passive Perception 15
- Languages Any one language (usually Common)
- Challenge 2 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +3. The group has 2 bonus actions and 2 reactions per turn instead of 1 each.
Actions
Multiattack. The group makes two attacks with its spears.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 1 + 3) piercing damage, or 8 (1d8 + 1 + 3) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Perform any action that doesn't include attack damage. If you already used dash, it may not be used a second time. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.