D&D General Mechanics of starting a combat & ending a combat

Echoing @dave2008's comment upthread, thank you for a possible additional tool in the shed for accelerating the resolution of combat.

My rough thoughts on this:
  • Solo's have Lair Actions
  • Some opponent leaders have that Leadership feature which allows for bonus action attacks by their underlings etc

This system should in no way impede/force players to have their characters submit however it could impose mechanical conditions such as Hopelessness (unable to generate or utilise Inspiration) as an example. This could be negated by the Calm Emotions spell.
More on this later.

5e 2014 has Morale which is GM driven
Does one roll dice for Morale when the opponent's leader falls?
Does one roll dice for when the PC uses Stirring Words Intimidate/Persuade the opponents to yield?

Perhaps this system runs parallel with the Morale mechanic but it overrides the use of using the Morale die once the PC's Superiority score exceeds the Resolve score.
Morale DC = 10 + Resolve

An enemies Resolve is affected by various factors which can be weighted to affect the Morale DC
  • Outnumber the enemy +1 to +3 (marginally, substantially, overwhelmingly)
  • Enemy Leader still alive and active +1 to +3 (standard leader, elite leader, epic leader)
  • Lair / Familiar Terrain +1 to +3 (fairly familiar, very familiar, advantageously familiar)
...etc

The PCs Superiority is affected by various factors
  • Stirring Words (Intimidation/Persuasion check against their Morale DC) +1 to +2
  • Dominant Action (Display of Power, does the GM decides on this? Maybe the table?) +1 to +3

How does the Resolve of the opponents over the party affect the characters?

Resolve/Supremacy Differential
1-4 Standard
5+ Hopelessness (or PCs roll against it, with the DC being 10 + Resolve Score
8+ Fearful (or PCs roll against it, with the DC being 10 + Resolve Score

As the PCs whittle down the opponents Resolve through eliminating the leader and reducing the their opponents' numbers and by increasing their Supremacy by issuing stirring words and performing dominant actions the Hopelessness and Fearful affects can be neutered.
 
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Echoing @dave2008's comment upthread, thank you for a possible additional tool should in the shed for accelerating the resolution of combat.

My rough thoughts on this:
  • Solo's have Lair Actions
  • Some opponent leaders have that Leadership feature which allows for bonus action attacks by their underlings etc

This system should in no way impede/force players to have their characters submit however it could impose mechanical conditions such as Hopelessness (unable to generate or utilise Inspiration) as an example. This could be negated by the Calm Emotions spell.
More on this later.

5e 2014 has Morale which is GM driven
Does one roll dice for Morale when the opponent's leader falls?
Does one roll dice for when the PC uses Stirring Words Intimidate/Persuade the opponents to yield?

Perhaps this system runs parallel with the Morale mechanic but it overrides the use of using the Morale die once the PC's Superiority score exceeds the Resolve score.
Morale DC = 10 + Resolve

An enemies Resolve is affected by various factors which can be weighted to affect the Morale DC
  • Outnumber the enemy +1 to +3 (marginally, substantially, overwhelmingly)
  • Enemy Leader still alive and active +1 to +3 (standard leader, elite leader, epic leader)
  • Lair / Familiar Terrain +1 to +3 (fairly familiar, very familiar, advantageously familiar)
...etc

The PCs Superiority is affected by various factors
  • Stirring Words (Intimidation/Persuasion check against their Morale DC) +1 to +2
  • Dominant Action (Display of Power, does the GM decides on this? Maybe the table?) +1 to +3

How does the Resolve of the opponents over the party affect the characters?

Resolve/Supremacy Differential
1-4 Standard
5+ Hopelessness (or PCs roll against it, with the DC being 10 + Resolve Score
8+ Fearful (or PCs roll against it, with the DC being 10 + Resolve Score

As the PCs whittle down the opponents Resolve through eliminating the leader and reducing the their opponents' numbers and by increasing their Supremacy by issuing stirring words and performing dominant actions the Hopelessness and Fearful affects can be neutered.
That’s a really interesting idea of using the difference between resolve and superiority to boost foes! I shall have a think on that.
 

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