D&D 5E Handling Morale Checks

jayoungr

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One thing I wish D&D 5E had is a (better) formal system for morale checks, to see when enemies run away.

I usually do a wisdom check for the enemy and just kind of eyeball it: if they roll high, they realize it's time to run, and if they roll low, they stay and fight. But this seems counterintuitive, and I also have never set formal DCs. (For what it's worth, I'm still running 5E14, have not switched to 5E24 at any of my tables so far.)

I'm wondering if anyone has a more structured system for morale checks, either a houserule or a third-party product. If so, please share them here!

ETA: I admit I had forgotten that there is a rule in the DMG. That's probably where I got my "system" from in the first place. But if anyone has a more detailed way of handling it, I'd still love to hear about it. In particular, I'd love a systematic way to modify the DC of the roll.
 
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I remember 2nd edition had a morale score for monsters but I don't think I've ever seen that since.

In my case I either decide for myself or if needs be make it a Will save to see if they run.
 


One thing I wish D&D 5E had is a formal system for morale checks, to see when enemies run away.
They do, DMG 2014, pg. 273

Morale​

Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee.

A creature might flee under any of the following circumstances:
  • The creature is surprised.
  • The creature is reduced to half its hit points or fewer for the first time in the battle.
  • The creature has no way to harm the opposing side on its turn.
A group of creatures might flee under any of the following circumstances:
  • All the creatures in the group are surprised.
  • The group's leader is reduced to 0 hit points, incapacitated, taken prisoner, or removed from battle.
  • The group is reduced to half its original size with no losses on the opposing side.
To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for the creature or the group's leader. If the opposition is overwhelming, the saving throw is made with disadvantage, or you can decide that the save fails automatically. If a group's leader can't make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead.

On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it's unlikely that further attempts to flee or surrender will be made.

A failed saving throw isn't always to the adventurers' benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.

I've never been thrilled with it, but its there...

I usually do a wisdom check for the enemy and just kind of eyeball it: if they roll high, they realize it's time to run, and if they roll low, they stay and fight. But this seems counterintuitive, and I also have never set formal DCs. (For what it's worth, I'm still running 5E14, have not switched to 5E24 at any of my tables so far.)

I'm wondering if anyone has a more structured system for morale checks, either a houserule or a third-party product. If so, please share them here!
For the most part, I do a CR vs. Level comparison to modify the base DC 10. Rolling a successful WIS check means they will flee.

For example, my current PCs are level 8. If they were fighting a single Hill Giant (CR 5) the difference is 3 and makes the DC 7. A Hill Giant as a -1 WIS modifier, so a roll of 8 or higher beats the DC 7 and means the giant will flee at half HP instead of continuing to fight.

When the PCs were 7th-level fighting a CR 14 adult black dragon, the DC would be 17. At WIS +1 modifier, I would have to roll 16 or higher for the dragon to flee. When it reached half HP, it rolled low so kept fighting.

Now, advantage, disadvantage, etc. depends on how the "fight is going". If the battle is going against the monster, it has advantage--it is more likely to realize fleeing is best. If the battle is currently in its favor, but it is below half HP, it has disadvantage---it is at a point it thinks it might win despite its injuries.
 

I remember 2nd edition had a morale score for monsters but I don't think I've ever seen that since.
I miss those. It made a variety of similar types of monsters by having different morale levels. It also made certain types of monsters more likely to run than others, such as beasts who just want a meal vs those defending their lair. I've been houseruling those into 5E for years.

While there are morale saves in the DMG, I don't like the swinginess of the d20 for it. I think the 2d10 from 2E works best, providing a bell curve of results.
 





A morale check in 5e, is like being required to make save versus Frightened, the first time a member of ones team gets Bloodied, and again the first time a member of the team gets killed. A DM can also decide a battle becomes "hopeless", and require a save then.
 

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