Showing posts with label Morale. Show all posts
Showing posts with label Morale. Show all posts

10.27.2012

Debating A Morale System, Part III

Had a small bit of life get in the way recently, and I abandoned the Wilderlands campaign to run something that requires a little less front-loaded prep, but here we are, at the final installment of my morale articles. I have only a few more options and then some final thoughts to share, so I'll get right to it.

The Dark Heresy system:

Dark Heresy Core Rulebook, pp232-233 "Fear"
...[snip]When an Acolyte is confronted by such a frightening event or adversary, they must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the Acolyte passes this Test then he may continue to act as normal. If he fails however, he succumbs to Fear.
Degrees of Fear
Some things are clearly more frightening than others for an Acolyte, having a gun waved in his face, although obviously dangerous, is not sufficient to call for a Fear Test. However, having a gun waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds - that calls for a somewhat severe one. The Table 8-3: Fear Test Difficulties, offers some guidelines on the severity of Fear Tests.

Table 8-3: Fear Test Difficulties
Severity of Fear Test Mod Example
Adversaries
Fear (1) Disturbing (0) Nightwing, Revenant
Synofian Bore Worm
Fear (2) Frightening (-10) Carnosaur,
Dusk Stalker,
Murder Gholam
Fear (3) Horrifying (-20) Incarnate Daemon,
Astral Spectre,
Psychneuein
Fear (4) Terrifying (-30) The King in Rags
and Tatters

Failing the Fear Test
If in a combat situation a character fails a Fear Test, he must immediately roll on Table 8-4: The Shock Table, adding a +10 to the result for each degree of failure. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails the Fear Test, the character becomes unnerved and suffers a -10 penalty to any Skill or Test that requires concentration on his part. This penalty lasts while the character remains in the vicinity of the object of their Fear (simply leaving and coming back again doesn't stop this!).
In addition, if a non-combat Fear Test is failed by 30 or more, the character also gains +1d5 Insanity Points.
Shock and snapping out of it
Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where specified on Table 8-4: The Shock Table that a character may "snap out of it", a character can make a Willpower Test when it is his next Turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this Test, the effect continues and he may try again when it is his next Turn.
Table 8-4: The Shock Table Roll a d100 and add 10 for every degree of failure.
01-20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
21-40 Fear grips the character and he begins to shake and tremble. He is at a -10 penalty on all Tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
41-60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a -10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.
61-80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a -10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
81-100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, he may only take Half Actions and is at a -20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
101-120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness he is still shaken and takes all Tests with a -10 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
121-130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drops anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131-140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildlyor using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
141-160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a -20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161-170 The character's mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of "acute hallucinations"[snip] for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a -20 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes 1d10 points of permanity Willpower damage.

Conversion: Though it would appear that this one will take a bit more conversion as it's not truly a morale system, but a fear system, the conversion only requires a few changes to the charts to make it fit a d20 system. I like this system on paper, because it represents how the "normal psyche" reacts to horrendous stimuli - a subject that I care enough about to post on here.

When a creature (including a PC) is confronted with a frightening event or or adversary, they must take a Morale Save; this is a Will Save, with a DC set by how frightening the thing is. If the PC successfully saves then he may continue to act as normal. If he fails however, he succumbs to Fear.
Degrees of Fear
Some things are clearly more frightening than others for a creature, having a wand waved in his face, although obviously dangerous, is not sufficient to call for a Fear Save. However, having a wand waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds - that calls for a somewhat severe one.
The Table 8-3: Fear Save DCs, offers some guidelines on the severity of Fear Saves, but good judgement by the GM is key in using this chart properly.

Table 8-3: Fear Save DCs
Save DC Example
Adversaries
(15) Unintelligent Undead,
Outnumbered 2:1 by humanoids,
Ally cut down in one blow
(20) Intelligent Undead,
Golems or other humanoid-shaped construct,
Large or larger Aberrations
(25) Demons, Devils, or Daemons,
Immensely powerful Undead (vampires, liches),
Clones of person, creatures that can control your actions
(30) Unique fiends or Undead,
Gods

Failing the Fear Save
If in a combat situation a character fails a Fear Save, he must immediately check on Table 8-4: The Shock Table, rolling a d20 and adding +2 to the result for each margin of 5 by which he failed the save. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails the Fear Save, the character gains the Shaken condition and suffers a -2 penalty to all Skill Checks, Saving Throws, Attack Rolls, and Ability Checks. This penalty lasts while the character remains in the vicinity of the object of their Fear (simply leaving and coming back again doesn't stop this!).
Shock and snapping out of it
Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where specified on Table 8-4: The Shock Table that a character may "snap out of it", a character can make a Will Save (DC equal to the original save) when it is his next turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this save, the effect continues and he may continue to try again on subsequent turns.

Table 8-4: The Shock Table Roll a d100 and add 10 for every degree of failure.
1-4 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
5-8 Fear grips the character and he begins to shake and tremble. He is at a -2 penalty on all rolls for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
9-12 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a -2 penalty on all rolls until the end of the encounter. The character gains 1 Insanity Point.
13-16 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all rolls with a -2 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
17-20 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, he may only take Half Actions and is at a -4 penalty to all rolls. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
21-22 Fainting dead away, the character keels over and remains unconscious for 1d6 Rounds. Once he regains consciousness he is still shaken and makes all rolls with a -2 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
23-24 Totally overcome, the character screams and vomits uncontrollably for 1d6 Rounds. During this time he is helpless, may do nothing and drops anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each round until he can rest. The character gains 1d5 Insanity Points.
25-26 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
27-28 The character crumples to the ground for 1d6+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a -4 penalty on all rolls until the end of the encounter. The character gains 1d5+1 Insanity Points.
29-30 The character's mind snaps and he becomes catatonic for 1d6 hours and may not be roused. The character gains 1d10 Insanity Points.
Result of 1 The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of "acute hallucinations"[snip] for 2d10 Rounds. After the hallucinations fade, the character will make all rolls with a -4 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes d2 points of Wisdom drain.

Pros: This system is quick. Just a quick glance at a couple of charts and a couple of quick die rolls to resolve the mechanics. The system also gives a way to break the hold of the mental snap, making characters feel more heroic and giving players more overall control (a trend that has become more prevalent, but which I don't care for too much).
Cons: The system is fairly harsh. Almost every result ends up in multiple rounds of dice penalties or can otherwise take a character out of the action. This also still reads a bit too much like a fear mechanic than a morale one, and might skew belief a bit too much in regards to bravery in battle.

The Dungeons & Dragons 3.5 system:


Heroes of Battle supplement, pp72-75 "The Morale Check"
[snip]A creature who begins to succumb to fear progresses down a slippery slope. First he becomes shaken [snip], then so afraid that he runs from the battle. In extreme cases a creature might completely snap under the pressure, becoming a danger not only to himself but to his comrades. Only a charismatic leader can bring such a creature back into the fray.
Morale is a creature's defense against fear. This fact is simulated by the morale check, which is simplay a term describing a DC 20 Will save against a fear effect. Any modifiers applying to Will saves (or against fear-based effecs) function normally. Additional bonuses or penalties on the morale check are assessed based upon the conditions of battle, as listed below.
When to Use the Morale Check
...[snip]... When the action focuses on the PCs battling small groups of enemies (which should be almost always), morale checks aren't usually necessary. However, if you're describing the action on another part of the battlefield--or if high-level PCs confront a big group of low-level enemies--the morale check allows you to simulate the swinging fortunes of battle quickly and effectively.
Because the PCs are the protagonists and the focus of the game, they don't ordinarily make morale checks. The decision to retreat and fight another day is or the players to make and shouldn't be forced by a die roll (unless everyone has agreed to use this rule; see the sidebar on page 75). However, their NPC allies must make morale checks just as the enemy does.

Variant: PC Morale Checks (page 75 sidebar)
One of the fundamental concepts of the Dungeons & Dragons game is that player characters are heroes. While they might be subject to a number of fear-based effects, requiring PCs to make morale checks takes away some of the control and decision-making inherent in being a player.
On the other hand, dealing with the fear prevalent on the battlefield might add a sense of realism to your campaign. In any case, PCs have access to a number of spells, feats, classes, and items that can mitigate or even eliminate fear-based effects. Paladins of 3rd level or higher, for example, can't fail a morale save because they're immune to fear.
If your players are amenable and enjoy pretending to be scared on occaion, you can extend the morale rules to cover PCs as well. Thus, any time a PC's hit points fall to 50% or less of his full normal total, that character must attempt a morale check, as described above. In addition, if the PC's unit--that is, the player characters plus cohorts plus other significant allies such as animal companions but nor including followers or other low-level NPCs--takes 50% casualties, each PC must attempt a morale check.
As with any variant rule, you must make sure that everyone at the table agrees before implementing the rule. All players should be familiar with the morale rules (particularly including the rules for making rally checks) before this variant is used.

Morale in the Dungeon
You can also take these rules beyond the battlefield if you wish, using them in dungeon-based adventures, urban settings, or elsewhere. In most cases, using the morale rules means that monsters run away more often than they do in a typical D&D adventure. That situation is common in organized warfare, but rare in a dungeon because the monsters are found in their lair and have nowhere else to go. In contrast, a smart commander encourages his units to retreat (or at least make a strategic withdrawal), when they're overmatched or needed elsewhere. If you use these morale rules in a traditional D&D adventure, make sure you account for the greater likelihood of NPCs retreating.
Making Morale Checks
Typically, a creature must attempt a morale check on the first round that one of the following conditions applies:
   Creature Takes 50% Damage: Once a creature's hit point total falls to 50% or less of its full normal hit points, that creature must make a morale check.
   Unit takes 50% Casualties: Creatures make a morale check if half or more of the comrades in their unit are unable to fight, whether they're dead, unconscious, fleeing, paralyzed, or otherwise out of commission.
If a creature is required to attempt a morale check, it makes the check at the start of its turn, before it takes any other action. Depending on the situation, certain modifiers might apply tot he check. (For the purpose of these modifiers, "nearby" is defined as in sight and within 120 feet.)

Table 4-3: Morale Check Modifiers

Condition Modifier
Unit fatigued -2
Unit exhausted -5
Unit (including nearby allies) is outnumbered 4:1 -5
Unit (including nearby allies) is outnumbered 2:1 -2
Unit outnumbers nearby enemies 2:1 +2
Unit outnumbers nearby enemies 4:1 +5

Group Morale Checks
In cases when you need to know whether a large group of creatures stays or runs, a single morale check can often take the place of individual checks for each member of the unit, with the result applying equally to all creatures in the unit. This saves a lot of time and effort on the DM's part.
...[snip]...
For the purpose of making a group morale check, the unit's Will save modifier is the average of the individual Will save modifiers of each soldier. If the group consists of essentially identical creatures, this value is the same as any single creature's Will save modifier. In groups of differing creatures, add together the Will save modifiers for all creatures in the group and divide the result by the number of creatures in the group. If you anticipate using this short cut, you should figure out this value before the gaming session begins, to save time at the table.
Morale Check Effects
If the morale check succeeds, the creature can act normally. Each time a creature (or unit) fails a morale check, the morale condition of that creature (or the creatures of that unit) worsens by one category. Morale conditions are described in the accompanying sidebar.
If a creature fails a morale check by 10 or more, the morale condition worsens by two categories. For example, a heartened soldier who fails a morale check by 10 is reduced from heartened to shaken.
Panicked is usually the worst morale condition; panicked creatures can't get any worse. However, strange things can happen on the battlefield when a soldier snaps. If a creature rolls a natural 1 on a morale check that would make it panicked, it becomes crazed instead.

Morale Conditions
The following morale conditions are organized from highest morale to lowest morale, with the special morale condition of "crazed" listed at the bottom. Unless otherwise noted, all conditions last for the duration of the battle or until the character's morale condition changes as the result of another morale check or a rally check.
   Heartened: A heartened character has been encouraged and is confident of victory. Heartened characters gain a +1 morale bonus on Will saves against fear effects (including morale checks).
   Normal: The typical state of a combatant at the beginning of battle.
   Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws (including subsequent morale checks), skill checks, and ability checks [snip]. This condition lasts for 10 minutes after the battle ends.
   Frightened: As shaken, but a frightened character must try to flee as best it can. If unable to flee, it will fight [snip]. A creature who becomes frightened due to a failed morale check improves to shaken 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield) and returns to normal 10 minutes after that.
   Panicked: As frightened, but a panicked creature drops everything and runs at top speed away from danger [snip]. If cornered, a panicked creature cowers and does not attack. A panicked creature does not need to make additional morale checks. A creature that becomes panicked due to a failed morale check improves to frightened 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield), becomes shaken 10 minutes after that, and returns to normal 10 minutes after that.
   Crazed: If a creature rolls a 1 on a save that would make him panicked, he assumes on of the following conditions, determined randomly, instead of becoming panicked. This condition overrides the effects of the character's normal morale condition. It remains for the duration of the battle plus one hour, or until the creature's morale improves to shaken (or better). If a crazed creature's condition is removed through some other effect, treat the creature as panicked. Crazed creatures count as panicked for the prupose of rally check DCs.

d% Crazed Effect
01-20 Berzerk: the character makes a melee or ranged attack against the nearest living creature, or closes with that creature if he cannot attack (if two or more creatures are equidistant, choose the target randomly).
21-40 Cowering: frozen in fear, takes no actions, -2 penalty to AC, loses Dex bonus.
41-60 Dazed: takes no actions.
61-80 Deafened: cannot hear, -4 initiative, no Listen checks, 20% spell failure on spells with verbal components.
81-100 Nauseated: unable to attack, cast spells, concentrate, or take any action other than a single move action.

The Rally Check
Once the morale begins to degrade, the best course of action is for a charismatic character to rally the troops with a few stirring words. This is accomplished by making a rally check, which requires a move action by any creature that currently has a morale condition of normal or better.
To make a rally check, a character rolld 1d20 and adds her Charisma modifier and her commander rating, if any (see page 75). A single check allows a character to try to rally any comrades within line of sight and earshot [snip]. This is a language-dependent effect.
A creature can be subject to only one rally check attempt per round (measured from the beginning of that creature's turn to the beginning of the creature's next turn). Unsuccessful rally attempts make that target more difficult to rally (see Rally Check Modifiers, below).
Use Table 4-4 to determine the effectiveness of a rally attempt. The numbers in the table indicate the rally check result required to achieve the new morale condition. In some situations, modifiers might apply to the rally check.
For example, troops that are panicked can be made frightened with a successful DC 20 rally check. Those same troops can then be made heartened in a later round with a DC 30 rally check.

Table 4-4: Rally Attempts

Initial Morale New Morale Condition (DC to achieve)
Condition Frightened Shaken Normal Heartened
Panicked 20 25 30 40
Frightened - 20 25 30
Shaken - - 20 25
Normal* - - - 20
*Can only be attempted before the battle (see below).
Rally Check Modifiers

Situation Modifier
At least one failed rally check within last minute -2
Rallying character is at half hit point or below -2
Enemy troops within light of sight are fleeing +2
Rallying character has 5 or more ranks in Diplomacy or Intimidate +2
No enemies within line of sight +5

   Rallying Against Other Fear Effects: Characters can make rally checks to rally creatures that are shaken, frightened, or panicked due to effects such as a dragon's frightful presence or spells such as fear. Because the morale effect has a magical origin, it's much more persistent than garden-variety fear of dying on the battlefield. Rally attempts against magical fear only last for 1 round (measured from the beginning of the shaken, frightened, or panicked character's turn), so the leader must repeat the rally check every round to keep nearby comrades in the battle.
   The Prebattle Rally Check: Before the battle begins, the leader of a military unit can make a rally check to improve the troops' morale condition. This is similar to a normal rally check but takes at least 1 minute to deliver. [snip]
This rally check affects everyone who can see and hear the leader. It cannot be retried, either by that leader or another character. In other words, a leader only gets one chance to inspire the troops with a speech. That's why armies with charismatic generals try to get as many soldiers as possible to listen to a single speech.
[snip]...Characters can't take 10 on this check.

Conversion: None. Pathfinder is completely derivitive of 3.x, and this system would fit in without conversion. The system itself tells you what to use and not use to suit your campaign.
Pros: This system uses the same game mechanics I've been playing. That makes it fit without any work on my part. Also, I like that it presents a variant for PC morale right in the text. Some players are weird about wanting to see the precedent for affecting their characters with anything.
Cons: It's simple, which is a 'Pro' I mentioned, yes, but my group sometimes likes fiddly rules. Maybe this could be mitigated by adding more modifiers.

Homebrew system:

This system is fast and loose, using many of the triggers of systems that have been spoken of before, such as 50%  hit points, 50% casualties, or defeat of leader. In fact, the DM can use any trigger they wish in this system, but to resolve this check, a d20 is rolled with the target of rolling under the character's Wisdom score, applying any modifiers the DM deems necessary.
The results of this check are, as before, whatever the DM feels fits the situation. Some might throw themselves recklessly into battle (say if they roll a 20), flee, or even become unbreakable (if they roll a 1).
And...that's it. I'll not rehash all the modifiers used in other systems I've wrote about in this series, but things should run smoothly.

Conversion: None. I made this one up.
Pros: It's easy, and give the DM complete control over when and how it's used, instead of being confined by printed rules. Nostalgia over 'roll within' saves.
Cons: It's too easy, and has no concise rules. It's loose enough that it might be easily forgotten and then abandoned completely. It's disjointed mechanically from everything else.

There we are, and honestly I'm still unsure where I would like to be with it all. The AD&D 2nd Edition version speaks the most to me thematically, but mechanically it seems to make more sense to build off of or adopt the 3.x Heroes of Battle model, as the Pathfinder system is entirely derivative of the 3.x mechanics.
As I mentioned, since I started writing this series, I've put my Wilderlands on hiatus, and I use the given morale published in the Pathfinder Adventure Paths. This only means, however, that I have more time to think about the system I will end up using, as I no doubt will return to the Wilderlands at some point.

8.26.2012

Debating A Morale System, Part II

In this second part of my search for a Morale system for my Pathfinder game, I'll present a few more options, as before, and ruminate on their utility for me and my game. Morale, as I mentioned before, is something I feel strongly about including in my game, though in practice, I'm unsure if it will be well received, its impact on gameplay and pacing, etc.

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), pB27
...[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:
  1. After a side's first death in combat (either monsters or characters).
  2. When ½ the monsters have been incapacitated (killed, asleep due to magic, and so forth).
Monsters that successfully check morale twice will fight to the death.
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]...
Conversion: 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.
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"
...[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:
  • 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
*In this case, the morale check can be used to see if they agree or refuse.


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
18
3
7
12
11
10
7
9
10
11
12
14
12
15
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
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

* 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.
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.


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
º "Important" meaning belonging to a powerful nation, general, warlord, etc.. Should one be displayed while also wielding a personal banner or standard, then these bonuses stack.

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.

8.25.2012

Debating A Morale System, Part I

The title of this post is rather exciting, isn't it? Well, that's about the amount of excitement I actually have towards the subject at hand. I've been kicking around exactly how I would handle morale in my Wilderlands game for months, with a few ideas here and there, but mostly just a firm belief that I want a Morale system in my game.

I've solidified the fact that I do want Morale, and though it might muddy the waters with another mechanic, I try to run my game as light as possible when it comes to dicing, and so I think should add very little in the way of complexity or drag to gameplay.

There are many a game system that has been put out in the past 30+ years that have incorporated Morale systems of some sort, and I have narrowed my focus down to a few that I feel could translate well (usually with a few adjustments here or there) to my own game.

Here are the ones I narrowed down to, with a short view on Pros and Cons, as well as any needed conversion, were I to use them:

A Scion system:

Scion: Demigod, pp88-89, "Morale Failure"
...The Scion can shake an enemy's leadership and seed and outbreak of cowardice among the men. When he makes himself visible to an opposing force's leader, his player rolls (Manipulation + Presence) against the leader's player's roll of (Willpower + Integrity + Legend).[snip]
Conversion: Once per combat, as a full-round action, a character can try to force a route. To do this, the player rolls Intimidate versus a DC equal to the opponent's (base Will modifier + Wisdom score + HD). Only one roll is needed and is checked against all enemies that can see him, up to five times his level. Those affected refuse to attack the character or any group he is a part of for one day per level the character possesses. Likewise, if the roll fails, that target cannot be affected in this way by the character for an equal amount of time.
Pros: This puts the rolls in the player's hands, and gives them control over forcing the rout, giving the PC something to do. Fast gameplay resolution.
Cons: Primarily, player abuse could become a problem. If someone twinks their Intimidate, they could easily avoid every confrontation. The DCs of the roll could prevent this from happening, as they sometimes would be prohibitively high.

A Warhammer Fantasy Battles system:

Warhammer Fantasy Battles, Seventh Edition, pp37-39 "Combat Result, Combat Result Bonuses, and Break Tests"
...Once all the models engaged in the combat have fought, you must determine which side has won. Of course, if one side has been completely wiped out in the fight, the other side is automatically the winner, regardless of the rules given below.
Each side scores a number of combat result points equal to the wounds caused in combat. It does not matter which particular units inflicted the wounds, just add up wounds caused by that side in the fight. Do not forget to add the wounds suffered by big creatures or characters that have not been removed as casualties. Do NOT count the wounds that were saved by an armor save or a ward save (in other words, only count unsaved wounds).
As well as points for wounds caused, a side can claim bonus points under certain circumstances - for example, if it has a standard bearer, if it is attacking the enemy in the flank, or if it is fighting from higher ground.
...[snip]...
Each bonus point is added to the number of points for unsaved wounds inflicted to obtain a final combat result score for each side. So, for example, if both sides cause 3 wounds, the result is a draw, but if one side has a standard it adds +1 to its score, beating the enemy by 4 points to 3. These bonus points can make all the difference between winning and losing the combat[snip].
The side with the highest total combat result score wins the combat. The other side has lost and must take a Break test, as described later. If both sides have the same total, the result is a Draw and the combat will continue in the next turn.
The higher the difference between the winner's combat result score and the loser's, the bigger and more decisive the victory. An 8 points against a 7 points victory, for example, is only a slight win because the difference in scores is only 1 point. An 8 points against a 2 points victory, however, is extremely decisive, as the difference in scores is a whopping 6 points. The difference in scores is important because it is used when working out whether a defeated enemy stands its ground or turns and flees.
Combat Result Bonuses
Extra Rank: ...[snip]... If your unit's formation is at least five models wide, you may claim a bonus of +1 for each rank behind the first that the unit had at the start of that combat turn, up to a maximum of +3.The bonus can be claimed for an incomplete last rear rank, so long as it contains at least 5 models.
If you have several units fighting in a combat, count the bonus from the unit with the most ranks. Do not add up the bonuses from all the units fighting.
The bonus is lost if the unit is fighting to its flank or rear against an enemy unit with a unit strength of 5 or more. Note that this applies while the enemy unit in the flank/rear is combat - if the enemy unit breaks and flees, or is reduced to a unit strength of less than 5, the unit regains its rank bonus at the beginning of the following turn.
Skirmishers and fast cavalry never gain a bonus for extra ranks [snip].
Outnumber Enemy: ...[snip]... If the combined unit strength of all your units in the combat is greater than the combined unit strength of the enemy units, you receive a +1 bonus [snip].
Standard: ...[snip]... If any of your units includes a standard bearer in its front rank, you may add a +1 bonus.
Note that if several units' standards are involved in the combat, you still only add +1, not +1 for each standard. [snip]
Battle Standard: ...[snip]... If the army's battle standard bearer is in the fight, you may add a +1 bonus [snip]. Note that this bonus is on top of the unit's standard, so a unit with a normal standard and the battle standard recieves a +2 combat result bonus.
High Ground: ...[snip]... If you are fighting from a higher position than your enemy, for example, your troops are occupying the crest of a hill, then you may add a +1 bonus. In the case of a fight involving multiple units, the side that has the fighting rank in the highest position gets the bonus.
Flank Attack: ...[snip]... If you are fighting against an enemy unit's flank, you may add a +1 bonus so long as your unit has a unit strength of 5 or more after both sides have attacked. Note that you only count +1 even if both flanks of the enemy are engaged. The bonus is only applied once, regardless of how many flanking units are involved in the combat. If both sides have flanking units the side with the most flanking units gets the bonus.
Rear Attack: The same rules for a flank attack also apply to units attacking the enemy in the rear, except that a rear attack gives you a +2 combat result bonus. This bonus and the bonus for a flank attack are cumulative, so if you are attacking in the side and rear you will receive a bonus of +3.
Overkill: ...[snip]... If a character fighting in a challenge [snip] kills his opponent and scores more wounds than the enemy has, each excess wound scores a +1 overkill bonus towards the combat result, up to a maximum of +5. This bonus only applies in a challenge [snip].
Break Test
The side that loses a combat must take a test to whether it stands and fights or breaks from the combat and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat on the losing side.
...[snip]...
Take the test as follows. Firstly, nominate the unit for which you are testing and then roll 2D6. Add the difference between the winner's combat result score and the loser's. If the total is greater than the unit's Leadership (Ld) value then the unit has broken and will flee.
Insane Courage
Occasionally, in the middle of a battle, the humblest regiment can be filled with steely courage and discipline and decide to stand their ground, no matter what the odds! Such unpredictable occurrences are represented in the game by the Insane Courage rule. This simply means that if a unit rolls a double 1 for its Break test, it will always stand its ground, regardless of how badly they have lost the fight.

Conversion: At the end of every initiative count, certain combat result criteria are checked and tallied, which then determines a winner for the round.
First, each side is awarded a point for every successful attack inflicted on the enemy. In the case of AoE attacks, it only counts as one.
In addition, points may be awarded for extra ranks (exceeding the enemy's numbers by multiples of their own numbers (so if the PC party has 4 people and there are 12 goblins, they would gain +2). This number is in addition to a flat +1 for outnumbering the opponent.
Standards (if displayed on banners) may also grant bonuses, giving a +1 for a personal crest and a (additional) +1 for the recognizable heraldry of a known lord, nation, general, etc. If the standard bearers have become the latter, their colors only grant a +1 bonus, though additional personal heraldry would grant the additional bonus.
Strategic advantages, such as superior flanking or high ground also grants a +1.
Finally, if a critical hit is scored that deals more than the victim's hp total, then an overkill bonus is awarded to the side whose member scored the hit. The bonus is applied on a +1 basis per additional multiple or fraction thereof up to +5. So, for example, if the target had 14 maximum hp and an attack did 38 damage, then the bonus granted would be +2, since it is 1 and a fraction times more than the maximum hp of the target.
These factors are compared against each other and cancel each other out (so if the PCs have high ground, but goblins have a standard, they would cancel each other out 1 for 1). Once the math is done and the winner is determined for the round, the loser rolls to break.
The break test is covered by unit, so if you have 7 goblins and 4 hobgoblins, the group would test separately. NPCs with class levels or otherwise differentiated abilities may be checked by themselves or in their own groups, as determined by the GM. To perform the test, simply roll a d20, modified by the difference between the winner's and loser's combat result, with a DC of 12. If the roll fails, the group has broken and will flee, unless the die turns up a 1, in which case they stand their ground and will fight to the death no matter the odds.
Pros: It's different. Combats can be very mercurial, which seems like it might more closely mimic realistic happenings. I really like the thought of standards affecting morale.
Cons: Too fiddly. Anything that happens every round can quickly get swept up in the current of action and forgotten. The numbers would take some getting used to, and might not be everyone's cup of tea, since it shows its wargame roots.

And there we have just two of the many morale systems I have looked at. More to come, as I work my way toward something I'm happy with. Comments and suggestions are very welcome!