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The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit.
It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. If the number is 1-5, all the attackers hit; if it’s 6-12, 1/2 of them hit; etc., up to 1 in 20 of the attackers hitting on a 20.
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- There is no such chart in the core rulebook. What constitutes a 'difficult' check kind of depends on the exact check or skill being rolled—with so many different types of things requiring DCs, it's better to list that info for each type of check, in my opinion, rather than try to do one that covers all possible skill checks, saving throws, ability checks, level checks, concentration checks, etc.
Rarity, varies A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Save DC for trap is either provided in the published adventure, or determined by DM creating it based on the desired difficulty. For comparison's sake, the pit trap from the Starter Set adventure (pg. 21) takes a DC 15 Wisdom (Perception) check to spot and a DC 15 Dexterity saving throw to avoid falling for 2d6 damage. Oh, you CAN use the CR 2 line for a quick monster. He's got your choice of any number between 86 and 100 (inclusive) hit points, AC 13, Proficiency bonus 2, a +3 attack bonus total (so his attack stat is a 12 or 13), does 16-20 damage per round (call it 2d8+1 x2 or 1d10+1 x3, or 5d6.), and anything he does that uses a save uses a save DC of 13.
I ran a big set-piece battle yesterday: 8 mid-level PCs and 10 gnomes against 20+ drow and other assorted creatures, including a drow spider chariot and a sinister angel. With a wizard and a sorcerer PC and two drow wizards, all slinging fireballs, the mob attacks weren’t much of a factor. Page mac dmg. With all those fireballs, what I COULD have used was rules for mob saving throws.
![Difficulty Difficulty](/uploads/1/2/4/8/124888447/733981088.png)
If I’d thought about it, I’d have realized that the same chart can be used for saving throws. Instead of subtracting attack bonus from AC, subtract saving throw bonus from DC, and use the chart as normal. For instance, a fireball save DC of 15, minus the drow dex save (+2) is 13, which, according to the chart, means that 1/3 of the drow succeed on their saving throw (and probably survive with 1 or 2 HP left).
In fact, this same chart can be used for ability/skill checks (how many orcs managed to climb the wall? DC minus skill bonus) or any other d20 roll.
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To me, it seems this is all you need to run fairly simple battles with dozens or hundreds of creatures per side. The amount of HP tracking is not excessive: for instance, in this unit of 50 ogres, 24 have 15 damage and the other 25 have 30 damage. (For ease of bookkeeping, assume that melee attacks always target the most-damaged creature.)
Dmg 5e Save Dc Difficulty And Pain
You might also care about the base size of big units. I assumed that a close-packed formation of 10 Medium troops took up the size of one Large creature. I’d say that 25 troops are Huge and 50 are Gargantuan.
Dmg 5e Save Dc Difficulty Lyrics
If we do any bigger-scale battles, I might find other rules that I need (after all, the Chain Mail rules are much longer than this blog post) but right now, this is looking pretty good for running big D&D skirmishes.