dafelsheim wrote:I am making my first attempt at running a Swarm. The set up is that the Dwellers will be on a boat traveling down a narrow but very tempestuous river surrounded by icy plains when an Ice Skwee Swarm will rise up out of the waters and attack. My base stats for the Swarm is as follows:
Number of Ice Skwee: 10
Health of Each: 3 Runes
Essence Rune Bag: 30
Destiny: 5
ACTIVE POWERS (3)
PASSIVE POWERS (3)
Unencumbered Dodge: PF +1 vs. Physical
Keen Aptitude (Unencumbered Dodge)
Fae-Kin: If you have no armor or weapons you gain a +1 Focus
BONUS PASSIVE POWERS
Resistance to Impeded x 5
Resistance to Blindness x 5
Resistance to Degeneration x 5
Resistance to Possession x 5
Resistance to Vulnerable x 5
ESSENCE
9 Physical
12 Mental
9 Spiritual
Now, some questions.
First, I am counting the whole Swarm as a level 3 creature in terms of choosing Powers on the Power Boards, based off of the fact that each Skwee has 3 Health. Correct?
Nope the swarm should be considered as an approximate level 40 (30 essence = 30 levels, 5 Destiny = 10 Destiny). It is a weak level 40 since it doesn't have as many actives and passives.
dafelsheim wrote:
For Initiative, does the Swarm count as one combatant? So, it would go: Swarm, Dweller 1, Dweller 2, etc.., then Swarm again at the top of the new round?
This is entirely up to you. I would suggest giving the swarm more than 1 initiative tile. Try it out, if you don't like it, try 1 initiative tile.
dafelsheim wrote:
Since the Skwee have a Size of 2 and a Move of 4, I was more or less going to separate them into five pairs. This would make things much easier on Roll20 since I could then have five tokens that fit perfectly into the hexes. That's how it would look, mechanically, on Roll20. It would be somewhat of an abstraction, however, since in the actual game, the whole Swarm would be zipping around constantly within the confines of their occupied Hexes. Thus, a single particular Skwee couldn't be targeted and I wouldn't have to worry about keeping track of which Skwee was specifically hit for damage, etc. Is this plausible?
Think of it as an abstraction: as many tentacles of a much larger beast. Once all tentacles are killed, the beast dies. It's natural to try and think of them as separate entities, but that defeats the purpose of a swarm. Or think of them as a cloud of hundreds of locusts. Each hit would kill dozens. You can try to even evade the player's question as to how many there are. If the chaos of combat they count "about a dozen".
The point of a swarm is to have them indivisible, one big cloud that can take any shape. But if roll20 plays better with smaller groups, you can go ahead and do that. The moment you break up the swarm some logical questions may arise:
- How do you move them? (see below)
- If you use too many of the runes from Destiny on 1 subgroup, how do you rationalize that this small subgroup can do so much while the others stand around far away doing nothing this turn?
dafelsheim wrote:
Now, assuming the above is true, with a since Move Action (1 Rune) I'd be actually moving one of the pair tokens to the desired location. This would represent actually ONE of the Skwee moving there. It doesn't actually matter which, since I will keep them ALL adjacent. Does this make sense?
Sorry for the vagueness.
Again think one creature with many tentacles. When you move, you should probably move all of them. But I know you were thinking of making some mini-swarms from the bigger swarm. If you want to keep the logic similar to combat (1 attack originates from 1 swarm member somewhere) then you could say 1 move = 1 swarm group.
These are great questions and I think I will add them to the errata!
