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Morale in 5e

🕑 Added 2025-01-07 14:00:10 +0000 UTC

Comments

Mike Mearls

That's a good point, and I literally ran your approach in a game last week and it worked out pretty well. Need to think more about it.

Lojaan

I can see a lot of work has gone into this. Here is a 2 step alternative: Step 1: The GM decides what it would take for the enemies to break and flee (eg, a third of enemies defeated, or half defeated & boss counts as 3 instead of 1, or wizard is killed, someone wears a duck as a hat etc...) Step 2: if the condition is met then the bad guys break and flee. Easy! I think this is all you need for a RPG. They may be useful in TT wargames, but crunchy moral rules can only hinder GM agency & adaptability. If you want solid maths for if the PCs would win or not - that is what hit points are for.

Tim

And a follow up, goblins have a morale of 9 and the leader gnoll has an 11. As a group, they use the 11. If the gnoll gets taken out, use the 9 for the remaining goblins and with disadvantage since the leader was taken out type thing.

Tim

The 2e morale check system but not all those modifiers reminds me of what we would use for morale of monsters, groups of differing monster or even townies that are getting routed by the attacking monsters. I like the idea of morale but ‘feels’ like the old AD&D days of having rules for things to just have rules, optional or not. Something simple as a group of monsters have a morale of 11, then if they lose 50% of their number, role against the morale of 11, fail, they break and run, pass, fight on but then if are down to 1/4 number of monsters, its morale is down like -4 or use disadvantage for that same 11 target, pass, fight on, fail, break and run. Not some many fiddler bits to keep up with.


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