This batch of extant rules are all derived from various iterations of D&D, and thus will likely be closer to the system I finally adopt, if any.
The Moldvay Basic system:
TSR Dungeons & Dragons Fantasy Adventure Game Basic Rulebook (Moldvay edit), pB27Conversion: Each NPC or monster is assigned a morale score, being a value equal to (5 + Will save modifier). After determining this value, whenever a morale check is called for roll 2d6, and if the value is less than or equal to the morale score, they succeed and are able to stay and fight.
...[snip]MORALE SCORES: A monster's morale score is given in each monster description. This score is a number from 2-12. The higher the morale score, the better the morale. A score of 6-8 is average. A score of 2 means that the monster will fight to the death without checking morale. Creatures with a morale score between 2 and 12 will need to "check morale" at some time during a battle, as explained below.
HOW TO CHECK MORALE: During combat it is often necessary to check monsters' morale to see if they will continue to fight. To check morale, roll 2d6. If the result is greater than the monsters' morale score, the monsters will try to retreat or use a fighting withdrawl [snip]. If the result is less than or equal to the morale score, the monsters will continue to fight.
WHEN TO CHECK MORALE: In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
Monsters that successfully check morale twice will fight to the death.
- After a side's first death in combat (either monsters or characters).
- When ½ the monsters have been incapacitated (killed, asleep due to magic, and so forth).
ADJUSTMENTS TO MORALE: Morale can be changed by situation (unless the morale score is 2 or 12). Adjustments to morale may be permanent or temporary. The exact adjustments are left to the DM. A maximum of +2 or -2 is recommended; for example, if monsters are losing a battle, their morale score may be temporarily adjusted by -1. If they are winning, the monsters' morale score may be temporarily adjusted by +1.
RETAINER MORALE: The morale score of a retainer is based on the Charisma score [snip] of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become 1 higher than the original morale score.
...[snip]...
A morale score may be modified temporarily or permanently to the positive or negative by such things as rewards or constant threat. The values modified in either direction should never be higher than +/- 2, and no morale score may go higher than 12 or less than 2.
Pros: This is about the simplest system there is. It takes next to no time to check and is easy to remember, mechanically.
Cons: It doesn't use a d20. In a system with a core mechanic, you want as many things based off that mechanic as possible, for ease of use and when it comes to passing the torch and teaching others. The biggest con here, however, is the assigning of morale scores to each creature. Mixed encounters can make for long bouts of morale checks, and having to double check values to get the scores themselves can take up unnecessary time.
The AD&D 2nd Edition System:
Dungeon Master Guide, pp97-99 "Morale"Conversion: First, change the 2d10 roll to a d20 roll. Though called a check, I would like to make this roll a throw or save, giving the possibility of fumbles and criticals, with inverted values so that higher rolls are better, as illustrated below with a few additions to the Situational Modifiers.
...[snip]...
Dicing for Morale
...[snip]...
First, do not check morale every round of a combat. Aside from the fact that this slows everything down, it also creates unbalanced and unrealistic battles. Everyone going into a fight expects a little danger. Only when the danger becomes too great should a morale check be rolled. Just when the DM rolls morale checks is a matter of judgment, but the following guidelines should prove useful.
Check Monster and NPC Morale When:
*In this case, the morale check can be used to see if they agree or refuse.
- The foes have been surprise, but only on the first round after surprise
- Faced by and obviously superior force
- An ally is slain by magic
- 25% of their group has fallen
- 50% of their group has fallen
- A companion is slain after more than 50% of the group has fallen
- Their leader deserts or is slain
- Fighting a creature they cannot harm due to magical protections
- Ordered to attempt a heroically dangerous task
- Offered temptation (bribe, chance to steal, etc.)*
- Told to act as a rear guard, such as covering a fighting withdrawal
- Directed to use up or use a charge from a personal powerful magical item*
- Given a chance to surrender (and have met the conditions for one other morale check)
- Completely surrounded
Table 49:
Morale RatingsCreature Type
Non-Intelligent monster
Animal, normal and peaceful
Animal, normal predator
Animal intelligence monster
Semi-intelligent monster
Low intelligence
Average 0-level human
Mobs
Militia
Green or disorganized troops
Regular soldiers
Elite soldiers
Hirelings
HenchmenMorale
18
3
7
12
11
10
7
9
10
11
12
14
12
15Table 50:
Situational ModifiersSituation
Abandoned by friends
Creature lost 25% of its hp*
Creature lost 50% of its hp*
Creature is chaotic
Creature is fighting hated enemy
Creature is lawful
Creature was surprised
Creatures are fighting Wizards or magic-using foes
Creatures with ½ HD or less
Creatures with greater than ½ HD, but less than 1 HD
Creatures with 4 to 8+ HD
Creatures with 9 to 14+ HD
Creatures with 15 or more HD
Defending home
Defensive terrain advantage
Each additional check required in round**
Leader is of different alignment
Most powerful ally killed
NPC has been favored
NPC has been poorly treated
No enemy slain
Outnumbered by 3 or more to 1
Outnumber opponent 3 or more to 1
Unable to affect opponent***
Wizard or magic-using creature on same sideModifier
-6
-2
-4
-1
+4
+1
-2
-2
-2
-1
+1
+2
+3
+3
+1
-1
-1
-4
+2
-4
-2
-4
+2
-8
+2
* Or a group that has lost that percentage of monster or creatures.
** -1/check required.
*** Creatures protected from attack by magic or which require magic weapons to be struck and group does not possess these.
Obviously, following the guidelines above too strictly can lead to illogical situations. Players, once they've learned the conditions calling for morale checks, may try to abuse the rules. For example, they might think to offer surrender terms to every monster they meet, figuring the odds of the morale check might work out their way. [snip]
How to Make a Morale Check
...[snip]To roll a morale check, find the rating that most closely matches the creature. Add or subtract the modifiers that apply to the situation. Some modifiers, such as the number of Hit Dice can be calculated in advance. Roll 2d10.
If the total rolled on the dice is equal to or less than the morale rating, the creature is unaffected and keeps fighting. If the roll is greater, the creature panics and flees, or it takes some other appropriate action.
Failing a Morale Check
When a creature or NPC fails a morale check, its first concern is to escape or avoid whatever situation caused the check in the first place. If it is being overpowered in combat, it tries to flee. If the party's mage is blasting lightning bolts about, it tries to get away from him.
If there is no place to go, the NPC or monster, if it is intelligent enough, falls down and surrenders - provided it thinks the party is likely to spare its life. A goblin is not about to surrender to a bunch of bloodthirsty dwarves because it knows how kindly those dwarves treat captured goblins![snip]
How drastic a panicked creature's flight is depends on the DM's judgment and how much over the base morale the modified die roll was. If the roll was close to what was needed, the creature tries to back out of the combat and find safety nearby. If the morale check was blown badly, the creature just forgets everything and bugs out, casting aside anything that slows it down.
Lawful creatures normally try to fall back in some sort of organized manner - keeping together as a group or, at least, all fleeing to the same place. Chaotic creatures tend to break and run in any direction that promises safety.
Table 49: Morale Ratings |
|
---|---|
Creature Type Non-Intelligent monster Animal, normal and peaceful Animal, normal predator Animal intelligence monster Semi-intelligent monster Low intelligence Average 0-level human Mobs Militia Green or disorganized troops Regular soldiers Elite soldiers Hirelings Henchmen |
Morale DC 2 17 13 8 9 10 13 11 10 9 8 6 8 5 |
Table 50: Situational Modifiers |
|
Situation Abandoned by friends Creature lost 25% of its hp Creature lost 50% of its hp Creature is chaotic Creature is fighting hated enemy Creature is lawful Creature was surprised Creatures are fighting Wizards or magic-using foes Creatures with ½ HD or less Creatures with greater than ½ HD, but less than 1 HD Creatures with 4 to 8+ HD Creatures with 9 to 14+ HD Creatures with 15 or more HD Defending home Defensive terrain advantage Each additional check required in round Leader is of different alignment Most powerful ally killed NPC has been favored NPC has been poorly treated No enemy slain Outnumbered by 3 or more to 1 Outnumber opponent 3 or more to 1 Unable to affect opponent Wizard or magic-using creature on same side Standard or heraldy flown by enemy Standard or heraldy flown by same side Important battle standard flown by enemy Important battle standard flown by same side |
Modifier +6 +2 +4 +1 -4 -1 +2 +2 +2 +1 -1 -2 -3 -3 -1 +1 +1 +4 +2 +4 +2 +4 -2 +8 -2 +1 -1 +1º -1º |
To make the Morale Save(?), simply roll a d20 against the DC listed, adjusting with the situational modifiers as necessary. A natural 20 results in unshakeable courage, with no further need to test morale for the remainder of battle. A natural 1, however, means that the creature or NPC that failed the roll drops to the ground, paralyzed with fear, as the Cowering condition.
Pros: Not a lot of conversion to do. This system springs from the same basic lineage as the mechanics which I currently run, and so they seem a bit more natural to me.
Cons: Player abuse of the system is mentioned right in the rules, though I'm unsure it would be abused as much as the Scion conversion I posted in part one of this series. It is certainly complicated, as we are again working with arbitrary values, though they are more codified than the Moldvay Basic version.
That's enough for now. I'll be returning with more thoughts and system breakdowns for morale next.
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