Scores and Squads: Combats with Many Enemies


Homebrew and House Rules

Shadow Lodge

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Pathfinder doesn't have a great way of dealing with large groups of enemies. Sure, you can apply the horde or swarm rules, but these don't seem like accurate representations of fighting enemies. Anything more than half a dozen enemies and combat gets seriously bogged down.

I've been using the Score and Squad templates in my game for the past dozen sessions. The results are fair, balanced encounters that accurately represent large groups of enemies. I would be interested in hearing other people's thoughts. The rules will be updated here.

Squads:

Squads represent 4 base creatures.
Add 2 to the CR.
Squads are one size larger, but do not need to take up a perfect square. They can squeeze.
Their health is doubled, but all other defenses, such as AC and saves, remain the same.
Area attacks deal double damage against them.
The maximum damage of any single target attack on a squad is the full HP of one of their members. Criticals can overcome this max damage.
Squads gain +5 attack (and +5 CMB) and double damage. Thus, if the base creature attacks at +7/+2 for 10 damage, the squad of 4 would attack at +12/+7 for 20 damage.
If the Squad inflicts something that requires a save (such as a spell, poison, or gaze attack), the DC for that save is at +5.
Moving through Squads uses the standard tumble rules, but the tumbler gains a +10 bonus.
Any time a squad provokes, it provokes twice.
Squads count as two enemies for the purposes of cleave.
Any regeneration or fast healing is doubled.
Squads are immune to single target rebuffs.

Score:

Scores represent 20 base creatures.
Add 6 to the CR.
Score are four sizes larger, but do not need to take up a perfect square. They can squeeze.
The HP of a score is multiplied by 10 but all other defenses, such as AC and saves, remain the same.
Area attacks deal quadruple damage against them.
The maximum damage of any single target attack on a score is the two times the HP of one of their members. Criticals can overcome this maximum damage.
Melee Attacks: Scores may attack all adjacent and engulfed enemies using their normal attack routine at +5 attack (and +5 CMB) and double damage. This means as a full round action they get their full (potentially iterative) attack against all adjacent enemies.
Engulfed Melee: If any enemy is surrounded on all sides by a score, the Score instead gains +10 attack (and +10 CMB) and quadruple damage against them. This engulfed attack happens simultaneously to the adjacent melee attacks. Note that two enemies may stand next to each other within a score and not suffer this additional damage.
Ranged Attacks: Choose an area equal to the size of the score. All creatures in that area, enemies and allies alike, are attacked with the Score's ranged attack at +5 attack and double damage. When attacking other scores or squads, this counts as an area attack.
If the Squad inflicts something that requires a save (such as a spell, poison, or gaze attack), the DC for that save is at +10.
Moving through Scores uses the standard tumble rules, but the tumbler gains a +10 bonus.
Any time a score provokes, it provokes five times.
Scores count as five enemies for the purposes of cleave.
Any regeneration or fast healing is multiplied by 5.
Scores are immune to any single target de-buff.


I saw it on your page! I thought it was good but needed ironing out... stuff like flanking, relative usefulness of martials against it, and how composition affects it (would a squad of wizards still have so much extra attack and damage?).

Shadow Lodge

Thanks for reminding me about the flanking! No, squads and scores cannot be flanked, and I've updated that on the page.

Yup, characters without area attacks will flat out be worse against scores and squads. Remember, scores and squads are meant to represent groups of enemies, so area attacks should be much more effective than single target attacks. However, some martial builds will be just as effective, particularly those that can take advantage of the weakness to provoking and cleave.

The rules can apply for spell casters just as well as martials. A squad of wizards would deal double damage and gain +5 to the DC. So, if a single wizard usually deals 6d6 damage with a fireball (reflex 19), then a squad of wizards deals 12d6 (reflex 24). If a single wizard can cast hold person at DC 22, then a squad of wizards can cast hold person at DC 27.


How about CM? A successful disarm takes away all weapons? What about Dirty Trick? What about GRAPPLE?

Shadow Lodge

Those are all single target debuffs, and hence cannot be used on squads or scores.

Shadow Lodge

Any other thoughts?

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