History Mooks / TabletopRPG

31st Aug '17 8:59:05 AM HalcyonDayz
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* This is made even clearer in the later entry in the series ''TabletopGame/{{Deathwatch}}'': While in the other games players could both encounter enemies that were essentially mooks and could over the game aquire their own henchmen, it was at least encouraged to give everyone some character, story or uniqueness. As long as the players are human most enemies will still retain a certain level of threat, as the games are very deadly and even a single mook with an assault rifle can kill a player in some unlucky cases and needs to also be killed individually. Most mooks were still at least on the same base level, both beeing human. In Deathwatch however, the players are superhuman {{Space Marines}} in {{Powerarmour}}. Due to that an entire horde-mechanic was created to represent large mobs of mooks beeing formed into a singular entity with "mass" instead of wounds. Only by attackings as one the hordes have remote chances to damage the PCs, while killing the mooks one by one would slow the game down. Instead of individual attacks on both sides, the horde just swarms over or drowns the Marines in barrages of fire, while said Marines tear through them in the dozens.

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* This is made even clearer in the later entry in the series ''TabletopGame/{{Deathwatch}}'': While in the other games players could both encounter enemies that were essentially mooks and could over the game aquire their own henchmen, it was at least encouraged to give everyone some character, story or uniqueness. As long as the players are human most enemies will still retain a certain level of threat, as the games are very deadly and even a single mook with an assault rifle can kill a player in some unlucky cases and needs to also be killed individually. Most mooks were still at least on the same base level, both beeing human. In Deathwatch however, the players are superhuman {{Space Marines}} in {{Powerarmour}}. Due to that an entire horde-mechanic was created to represent large mobs of mooks beeing being formed into a singular entity with "mass" instead of wounds. Only by attackings attacking as one have the hordes have remote chances to damage the PCs, [=PCs=], while killing the mooks one by one would slow the game down. Instead of individual attacks on both sides, the horde just swarms over or drowns the Marines in barrages of fire, while said Marines tear through them in the dozens.
12th Aug '17 5:34:47 PM Krant
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* This is made even clearer in the later entry in the series ''TabletopGame/{{Deathwatch}}'': While in the other games players could both encounter enemies that were essentially mooks and could over the game aquire their own henchmen, it was at least encouraged to give everyone some character, story or uniqueness. As long as the players are human most enemies will still retain a certain level of threat, as the games are very deadly and even a single mook with an assault rifle can kill a player in some unlucky cases and needs to also be killed individually. Most mooks were still at least on the same base level, both beeing human. In Deathwatch however, the players are superhuman {{Space Marines}} in {{Powerarmour}}. Due to that an entire horde-mechanic was created to represent large mobs of mooks beeing formed into a singular entity with "mass" instead of wounds. Only by attackings as one the hordes have remote chances to damage the PCs, while killing the mooks one by one would slow the game down. Instead of individual attacks on both sides, the horde just swarms over or drowns the Marines in barrages of fire, while said Marines tear through them in the dozens.
2nd Aug '17 1:24:56 PM MBG
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** Prior to that, 3.5 had the Warrior NPC class, which was pretty explicitly meant to represent this: the class had okay hit points, the ability to use weapons and armor, an attack bonus, and that's it. No unique skills, no special training, just the ability to swing a sword without hitting themselves. Consequently, the class is designed for characters who are either mooks for the bad guys or {{Red Shirt}}s for the good guys - random thugs, guards, footsoldiers, or police, who don't have any reason to be particularly trained or experienced. Nine times out of ten in a Monster Manual, if a race is given a "generic soldier" statline, they're a 1st-level Warrior.
3rd Jun '17 11:26:51 AM nombretomado
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** This rule has appeared in other WhiteWolf games as well, such as some old World of Darkness titles.

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** This rule has appeared in other WhiteWolf Creator/WhiteWolf games as well, such as some old World of Darkness titles.
7th Aug '16 5:13:09 PM Morgenthaler
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* ''MutantsAndMasterminds'' have 'minion' rules that make them easier for the heroes to drop in large numbers quickly. The rules make them very weak, including allowing the hero to "take 10" on the attack roll, making missing them unlikely, and the feat "Takedown Attack" allows you to drop unlimited Minions as long as they are within melee reach and each one falls in 1 hit.

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* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' have 'minion' rules that make them easier for the heroes to drop in large numbers quickly. The rules make them very weak, including allowing the hero to "take 10" on the attack roll, making missing them unlikely, and the feat "Takedown Attack" allows you to drop unlimited Minions as long as they are within melee reach and each one falls in 1 hit.



* While they have no specific mechanics for it, the rulebooks and scenarios for ''WarhammerFantasyRoleplay'' and ''DarkHeresy'' usually contain 'minion' characters with no names, subpar stats (they will usually never stand up to a PlayerCharacter overall, and their best scores are average by PC standards) and have less than 10 wounds, which allows all but the most unfortunate attacks to instantly splatter them. They also die the moment they take a CriticalHit, where player characters and named foes (usually) take at least one or two penalties called 'critical damage' before croaking, giving the minions an on-average shorter lifetime of one to two rounds.

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* While they have no specific mechanics for it, the rulebooks and scenarios for ''WarhammerFantasyRoleplay'' ''TabletopGame/WarhammerFantasyRoleplay'' and ''DarkHeresy'' ''TabletopGame/DarkHeresy'' usually contain 'minion' characters with no names, subpar stats (they will usually never stand up to a PlayerCharacter overall, and their best scores are average by PC standards) and have less than 10 wounds, which allows all but the most unfortunate attacks to instantly splatter them. They also die the moment they take a CriticalHit, where player characters and named foes (usually) take at least one or two penalties called 'critical damage' before croaking, giving the minions an on-average shorter lifetime of one to two rounds.



* In ''SavageWorlds'' (somewhat similar to other examples) any character with some degree of plot importance (even if it's just as a BossBattle or similar) is a Wild Card: they get Wound points, their own bennies (used to re-roll dice and soak damage), and generally better gear and Edges (feats). While all player characters are Wild Cards by default, enemy characters generally aren't.
* Represented by the "Cannon Fodder" rule in ''{{GURPS}}''. Minor {{NPC}}s under its purview always fail attempts to dodge and are taken out automatically by any amount of damage.

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* In ''SavageWorlds'' ''TabletopGame/SavageWorlds'' (somewhat similar to other examples) any character with some degree of plot importance (even if it's just as a BossBattle or similar) is a Wild Card: they get Wound points, their own bennies (used to re-roll dice and soak damage), and generally better gear and Edges (feats). While all player characters are Wild Cards by default, enemy characters generally aren't.
* Represented by the "Cannon Fodder" rule in ''{{GURPS}}''.''TabletopGame/{{GURPS}}''. Minor {{NPC}}s under its purview always fail attempts to dodge and are taken out automatically by any amount of damage.
31st May '16 5:37:51 AM Driavatus
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** One of the schticks available to Feng Shui players is a Gun Schtick called 'Carnival of Carnage.' It has four levels, the first two of which reduce a gunslinger's shot (action point) cost when attacking mooks, and the second two of which reduce the Outcome needed to take them down.

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** One of the schticks available to Feng Shui players is a Gun Schtick called 'Carnival of Carnage.' It has four levels, the first two of which reduce a gunslinger's shot (action point) cost when attacking mooks, and the second two of which reduce the Outcome needed to take them down. Meaning a character with 4 schticks in it, can easily take down 3 lots of 4 mooks, in the same time another character takes one swing/sword strike/table flip/hail of bullets at a named opponent.
18th Jan '16 9:52:07 PM LBHills
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* ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'' in its 4th edition has "minions", a category of monster that explicitly serves purely to fill out the ranks in encounters. They have exactly one hit point each (though they never take damage from missed attacks, even those that would normally do half damage otherwise -- you do actually have to hit a minion to knock it out of the fight), attacks that deal fairly low fixed damage, and simply much less detail in general than their fully fleshed out counterparts because they're ''meant'' to go down easily and aren't worth the effort; XP-wise and for encounter planning purposes, a single regular monster is considered the equivalent of ''four'' of them. (It's worth noting that some monsters come in both regular and minion flavor, depending on the level of party expected to encounter them and general role.) In earlier editions, the traditional "mook" niche would often be filled by humanoid monsters with only one or two hit dice, which mid- to high-level characters could pretty easily kill in large numbers without worrying overmuch about getting seriously hurt in turn.

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* ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'' in its 4th edition has "minions", a category of monster that explicitly serves purely to fill out the ranks in encounters. They have exactly one hit point each (though they never take damage from missed attacks, even those that would normally do half damage otherwise -- you do actually have to hit a minion to knock it out of the fight), attacks that deal fairly low fixed damage, and simply much less detail in general than their fully fleshed out counterparts because they're ''meant'' to go down easily and aren't worth the effort; XP-wise and for encounter planning purposes, a single regular monster is considered the equivalent of ''four'' of them. (It's worth noting that some monsters come in both regular and minion flavor, depending on the level of party expected to encounter them and general role.) In earlier and subsequent editions, the traditional "mook" niche would often be filled by humanoid monsters with only one or two hit dice, low-level monsters, which mid- to high-level characters could pretty easily kill in large numbers without worrying overmuch about getting seriously hurt in turn.
26th Dec '14 2:56:50 AM NozzDogg
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* The most common enemies in ''TabletopGame/RocketAge''. If you have a larger number of them the excess ones basically become set dressing, [[ImperialStormtrooperMarksmanshipAcademy firing widely]] and doing nothing useful.
12th May '13 2:21:05 PM fantomx11
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** [[http://www.therpgsite.com/showthread.php?s=3b05a52a0d418858cd0b20ffc4960d54&t=10768&page=2 Apparently Bushido had mook rules back in the 70s]]
25th Jan '13 7:12:16 AM SlashesWithClaws
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* ''Fantasy Craft'' has two kinds of characters, Standard and Special. Standard characters are the normal enemies, but they can be given the quality "mook" which makes them instantly fail their save against damage and die.
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