For playtesters: the lack of morale rules

In your playtesting, do the monsters ever run away or surrender?


I like to think of hit points as a good indicator of morale. They don't represent simply physical resistance, they also represent the will to fight on. However, in that case, it's not often that monsters get to run away when their hit points have been depleted, unless you ignore the "falls unconscious" part of HP 0. However, one of the things I've always done to make mass combats more manageable is also something that models morale very well.

When I have more than 3-5 or so of the same type of creature, I combine all their HP into a single total. Each attack against any of the same type of creature goes against that total HP. For every increment of total damage dealt to the group that is equal to the normal HP total of one of the group, one member dies. Only one member of a group can be killed per target of any given attack. So if you deal 13 damage to a 6 HP goblin, then you've only killed one goblin, even though you've removed two (and 1/6) goblins worth of HP. This allows for much larger battles, as you don't have to try to keep track of each individual monster's hit points. If you have 30 goblin warriors at 6 HP and 20 goblin archers at 4 HP, you only need to keep track of two hit point totals: Goblin Warriors (180 HP) and Goblin Archers (80 HP).

Because of this, it is possible to reduce a group of monsters to 0 HP using this system, but still have some of those monsters alive, conscious, and on the field. It is at this point that the creatures break and try to run away. If the PC's decide to try to chase them down, each one is considered to have 1 HP and dies in one hit. If the monsters get away, and show up in a later battle, or bring reinforcements, they only add +1 HP to the group's total HP.

This has worked pretty well as a model of morale in my games. For small groups, there's no real reason to use morale, as there's no group-think going on. If one guy turns and runs, it's not likely that it'll trigger a mass exodus like in a large group of combatants. If a small group has the guts to attack the PC's, they likely have the guts to stick it out. If not, you can just decide when they run on your own.

With this method, hitting with a lot of small damage attacks is much less likely to cause a rout. If you're only dealing 4-6 damage per round, you'll almost never be dealing more HP in damage than a single monster has, which means that by the time you've removed all the monsters' HP, there won't be any left on the field because of overkill. This makes sense, as it can be hard to recognize that you're losing when the enemies are only slowly whittling away your numbers. But when that Fighter gets in there, dealing 2-3 goblins worth of HP per hit, they're definitely going to notice. And you can have up to 2/3 of their number that turn and flee after a few rounds, if the Fighter rolls well enough for damage. And again, that makes sense. If one man cuts through 1/3 of your fighting force in a few rounds, it's entirely likely that an untrained, inexperienced (a.k.a. "Low HP") group of monsters will turn and flee.

It also makes these large-scale battles go much more quickly, instead of turning into a grindfest of "Killing each goblin, one at a time, for the next 50 rounds".
 

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I've flirted with Morale checks in 4e, but never found them to be a good fit, somehow (although I sometimes have NPCs run away). I decided to try it out for some Kobold and Goblin encounters in the playtest (rolled under Wisdom after Rounds where their side took massive casualties) and yeah, the Kobolds and Goblins ran away. Especially the Kobolds.
 


The description of kobolds said they'd run away if they were outnumbered, so that's what I did. The real problem was, as soon as the number of players exceeded the number of kobolds, there was no way for the kobolds to escape.
 

I personally don't feel a need for morale rules, but I also think those that argue against their inclusion are flat wrong. But those getting disapointed about their absence in the playtest rules are acting rather silly also. It's a playtest document, not the entire game. It's not even the entire base rules system yet. Just because the morale rules aren't out yet, doesn't mean there won't be any. It just means they want the other stuff tested first. I expect that morale rules will likely be an optional rule, but even if part of core, it's a mechanic that's easily ignored for those that don't use it.

Remember, the purpose of this playtest is not our playing enjoyment, it's to test and provide feedback. I think WotC has heard plenty from enough people to convince them that morale rules are necessary at least in some form (whether base or optional), just have some patience and work with them.

B-)
 

When I DM, monsters and NPCs can always run away, unless they are mindless or suicidal. If there are no rules for morale checks, it's just up to me to decide.
 

I just lifted the 2d6 morale check from Basic D&D and eyeballed appropriate scores for each monster. It worked very well.
That was what I was hoping...I would like for it to be a modular, optional rule that DMs could add as they wanted. If you get time, could you post the details of your playtest later?
 

My favorite way to see morale rules handled is in the encounter description. I'm used to 4e here, and they'll often have a "Tactics" section of the encounter that describes which monsters fight to the death, which try to flee, which will surrender, etc.

As a matter of fact, I was just reading over tonight's encounter for D&D Encounters, and it specifically mentions one bad guy who will flee under certain circumstances.

I'd rather not be bogged down with morale rolls, personally, but if they end up in D&D Next I'm happy to just ignore them and role-play the monsters as I see fit.
 

While they may not be absolutely necessary, it's been my experience that, absent a little clueing in by the ruleset, most novice DM's and even a lot of experienced ones will make every monster fight to the last drop of hit points. In some editions, it's even implied that they're supposed to, at least that's my read.
That's my experience too. I hope they put in a morale mechanic later.

Looking at the results of the poll obviously many of the DMs playtesting here don't need it, but I think it's very helpful for new DMs.

Also I hope it's an actual mechanic, not break conditions in the encounter statblock, so we can use it with impromptu encounters and the DM can be surprised by the results too.
 

The description of kobolds said they'd run away if they were outnumbered, so that's what I did. The real problem was, as soon as the number of players exceeded the number of kobolds, there was no way for the kobolds to escape.
Oh really? I guess we didn't see it happen because we only have two players with one character each atm.
 

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