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Breaking Morale
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<blockquote data-quote="Schmoe" data-source="post: 7758712" data-attributes="member: 913"><p>I didn't realize I was supposed to stop using morale! While I don't have formal rules for the opponents, I generally keep it in mind and use some logic when determining how long the enemy sticks around and fights. So, for example, goblins are typically cowardly and will flee easily, but if they have some deranged overlord for whom any failure results in a painful death, they might feel coerced to try harder. Likewise, with stiff resistance predators will generally flee before dying, unless it is truly a matter of survival or some similar scenario (protecting young, etc).</p><p></p><p>I don't use any sort of rules for PCs, as that's for them to decide. But I definitely remind them that sometimes discretion is the better part of valor. I've never had a game where the group didn't flee maybe once every 2-3 sessions as a matter of course.</p><p></p><p>One thing I've noticed is that having enemies flee can sometimes snowball into an overwhelming situation. When your group of 10 goblins flees after two of them drop, and then runs down a few corridors to another group of 10 goblins, you can get into a dangerous situation quickly. That's WAI, but it's probably not what many players are expecting.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7758712, member: 913"] I didn't realize I was supposed to stop using morale! While I don't have formal rules for the opponents, I generally keep it in mind and use some logic when determining how long the enemy sticks around and fights. So, for example, goblins are typically cowardly and will flee easily, but if they have some deranged overlord for whom any failure results in a painful death, they might feel coerced to try harder. Likewise, with stiff resistance predators will generally flee before dying, unless it is truly a matter of survival or some similar scenario (protecting young, etc). I don't use any sort of rules for PCs, as that's for them to decide. But I definitely remind them that sometimes discretion is the better part of valor. I've never had a game where the group didn't flee maybe once every 2-3 sessions as a matter of course. One thing I've noticed is that having enemies flee can sometimes snowball into an overwhelming situation. When your group of 10 goblins flees after two of them drop, and then runs down a few corridors to another group of 10 goblins, you can get into a dangerous situation quickly. That's WAI, but it's probably not what many players are expecting. [/QUOTE]
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