D&D 5E Handling Morale Checks

I do the "eyeball it and make a Wisdom save or they book it" method, advantage/disadvantage if circumstances are relevant- but Kobold Press' excellent GMG has a more in-depth version in its optional rules, if you're into that:

MORALE
Some creatures lose the will to fight when they find
themselves outmatched or outnumbered. This optional
rule can help you determine if a monster would flee in such
a situation. When using this rule, first determine if the
situation might test a creature’s morale and cause it to flee
and then have the creature make a WIS save to determine
if it actually flees. If the situation doesn’t change or if it
worsens, the creature might have to make the save again
the next turn, even if it succeeds on the first save. Morale
should only ever apply to monsters, not PCs.
An individual creature in combat, or a creature that isn’t
fighting alongside a partner or group in larger combats,
might have its morale tested and flee under one of the
following circumstances:
• It is reduced to half its hit points or fewer for
the first time in combat.
• It is surprised.
• It starts its turn and is aware that it has no way
to damage any of its opponents.
A group of creatures bolsters the resolve of individual
creatures, but the group’s resolve quickly crumbles if its
leader flees. A group’s leader, or even the entire group,
might have its morale tested and flee under one of the
following circumstances:
• A member of the group starts its turn and is aware the
group has been reduced to half its original number or
fewer while its opponents haven’t suffered similar losses.
• All the group’s creatures are surprised.
• The group’s leader is reduced to 0 HP, incapacitated, or
otherwise removed from battle.
When a situation might call for a creature to flee due to low morale, that creature must succeed on a WIS save or flee (DC equal to 10 + the creature’s WIS modifier). A creature has advantage on this save if its leader is still alive and visible, if it knows allies are on the way, or if it has some other knowledge of the situation that might help it overcome its current fears. A creature has disadvantage on this save if its leader has been slain, if its other allies have already fled, or if it has some other knowledge of the situation that might heighten its fears. A creature immune to the frightened condition automatically succeeds on this save, and a creature resistant to the frightened condition has advantage on it.

Fleeing Creatures. A creature that fails its morale check flees from combat. A fleeing creature must take the Dash action and move away from combat by the safest available route on each of its turns. If there is nowhere to move or
no clear exit to the combat area, the creature moves as far away as it can from the last creature that dealt damage to it (or the creature that felled its leader or other ally if it hasn’t taken damage) and then cowers in place, taking the Dodge action if able. The creature surrenders if combat otherwise ends, but it protects itself and resumes combat if met with hostility or aggression.

Rallying Allies. A leader of a group can take a bonus action to rally a fleeing ally it can see within 60 feet of it by succeeding on a CHA check (DC equal to 10 + the target’s CHA modifier). The rallied ally is no longer fleeing and can rejoin combat. A rallied creature might flee again if that leader is slain or flees or if another situation tests its morale.
 

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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!
I do have such a system which I adapted from AD&D 1E. When certain triggering conditions occur, I set a DC based on the situation and various factors. NPCs and monsters have a morale bonus which is either the same as their loyalty bonus, if they are associated with the party, or based on their hit dice and hit points in the AD&D Monster Manual. I do the monster morale bonus conversion when I prep the monster for the encounter.
 

I tend to wing something with a Wisdom check, usually when the bad guys are at half their numbers or when the leader dies.

My problem is when the last few of the bandits or whatever try to run away, the players all want to try and kill them before they can get away. I get PCs that can mover 40ft or shoot before they can get out of range.

I should have a situation where the PCs need to run away and the monsters try to run them down and take them out as they run.
 

I think acwisdom check as a default is a bad idea. It suggests that combatants are somehow rational actors, which is not necessarily true. However, I do think "good sense" should factor in a little.

I use a flat d20 Check which starts at 10. Add half round down the creature's CR. Modify this number by the worst of Int and Wisdom. If the creature is lawful Add 2,if chaotic minus 2. If the creature is bloodied, minus 2. If the creature's side is outnumbered, minus 2; +2 if they have 2x or more the opposing side.

Usually the first roll is made when they take their first significant loss. Check every round thereafter.

If the result is under the morale value, they get 1 Fight! point. If it is over, they get one "FLEE!" point. If they reach 3 Fight, they remain and fight to the death. If they reach 3 FLEE! points, they break and run. Note that big events -- a massive crit against a leader, for example -- with auto.add a FLEE! point; big positive events will similarly add a Fight! point.
 


Meaning what other game system do we think nails now moral checks should work. What’s a good example?
Gotcha. 2E worked well IME, but I can't think of any others--granted I don't play many other RPGs since the 80's and 90's, so I doubt I would even remember at this point.

Appreciate the clarification.
 

I do the "eyeball it and make a Wisdom save or they book it" method, advantage/disadvantage if circumstances are relevant- but Kobold Press' excellent GMG has a more in-depth version in its optional rules, if you're into that:
My problem with the Kobold Press version is that the Wisdom saving throw always comes out to "roll 10 or better": the DC is 10 + Wisdom modifier, so the modifier on the DC cancels the modifier on the roll.

Now that I'm writing this I suppose they may get a proficiency bonus on their save!
 

My problem with the Kobold Press version is that the Wisdom saving throw always comes out to "roll 10 or better": the DC is 10 + Wisdom modifier, so the modifier on the DC cancels the modifier on the roll.

Now that I'm writing this I suppose they may get a proficiency bonus on their save!
I noted that as well and wondered if that was the intent, is the idea that the DC is always 10? Yeah that's barring proficiency bonus and advantage etc, but I figured yeah it was the intent
 

If so, please share them here!
Following up on my earlier post, I've included the tables I use in the spoiler block below. They're basically the tables from the 1E DMG, but I've converted the modifiers for use with 5E. I've also included the tables I use for calculating the loyalty bonus which serves as the morale bonus for creatures associated with the party.

Morale
Base unmodified Morale check DC = 11.

Morale Checks Made WhenDC
Faced by obviously superior force*check each round at DC 11
25% of party** eliminated or slaincheck at DC 13
Leader unconsciouscheck at DC 13
50%+ of party** eliminated or slaincheck at DC 13
Leader slain or desertscheck at DC 14
* Such as in melee when one force is hitting twice as often as the other.
** Or individual taking this much personal wound damage.



Other Morale Check DC Modifiers
1 enemy deserting-1
Each 1 or 2 enemies deserting above 1-1
1 enemy slain-2
Each enemy slain above 1-1
Inflicting casualties without receiving any-3
1 friend killed+2
Each 1 or 2 friends killed above 1+1
Taking casualties without receiving any+2
1 friend deserting+2
Each friend deserting above 1+1
Outnumbered & outclassed by 3 or more to 1+3

Morale Bonus

Henchmen or Associated Creatures:

Morale (Loyalty) bonus = Loyalty bonus (see below)

Monsters, Intelligent:

Morale bonus = total of following modifiers

Hit Dice (from 1E MM)Morale Modifier
2-4+2
5-7+3
Each 1 to 4 hit dice above 7+1


Hit Points above Any Hit Dice (from 1E MM)Morale Modifier
1-2+1
3++2


Morale Failure

1 to 3fall back, fighting
4 to 6disengage-retreat
7 to 10flee in panic
11 or greatersurrender


Loyalty of Associated NPCs

Loyalty bonus = Cha mod of liege + loyalty mods

Loyalty Bonus Modifiers:

Enlistment or AssociationLoyalty Modifier
associated non player character-2
captured and enlisted-2
henchman+2
hired mercenary0
hired mercenary, short term-1
slave-4


Length of Enlistment or Association*Loyalty Modifier
less than 1 month-1
less than 1 year0
1 to 5 years+2
more than 5 years+3
*This includes time between service or length of time that the player character has been generally known and familiar to the figure(s) in question.


Training or Status LevelLoyalty Modifier
untrained or peasant-3
little training, levied troops-2
newly recruited regulars-1
trained regulars+2
elite, sub-officers, minor officials/expert hireling+3
guards, officers, or major officials/henchmen+3


Pay or Treasure SharedLoyalty Modifier
none-3
partial, late, or unfair-2
average0
above average, choice shares+2
exceptional bonuses, gift items*+2
*Typically magic items if a henchman is concerned.


Discipline/ActivityLoyalty Modifier
none/one-2
lax/little-1
firm and harsh/occasional0
firm and fair/often+2


General Treatment by LiegeLoyalty Modifier
inhuman and heartless-3
cruel and domineering-2*
indifferent and uncaring or variable-1
just and invariable+2
just, kind, and invariable+2
*Applies only when the liege is not present, is incapacitated or dead; if the liege is near and in power, minuses are treated as pluses — otherwise treat as 0 adjustment (fear).


Racial Preference for -LiegeAssociated Group
antipathy-1-2
good will+2+2
hatred-3-2
neutral00
preferred+3+2
tolerance0-1
Note: Preference adjustments are cumulative, but only with regard to liege and associates,
and with respect to the latter group only the most disliked or most liked are counted.


Alignment Factors

Alignment isLiegeAssociated Group
1 place removed00
2 places removed-2-1
3 places removed-4-3
Examples: lawful evil - lawful neutral = 1 place removed
lawful evil - lawful good = 2 places removed
lawful evil - chaotic good = 3 places removed



Alignment of LiegeLoyalty Modifier
lawful good+2
lawful neutral+2
lawful evil+2
neutral good0
neutral0
chaotic good-1
chaotic neutral-2
neutral evil-2
chaotic evil-3


Special ConsiderationsLoyalty Modifier
killed faithful henchman or hireling in front of a witness(es)-5
tortured faithful henchman or hireling in front of a witness(es)-4
reputed to have slain faithful henchmen or hirelings or actually left them to die-3
foresworn or oathbreaker or deserter-2
rumored to have tortured faithful henchmen or hirelings-2
discharged faithful henchmen or hirelings without cause-1
given a choice gift or bonus with last two months (hireling) or three months (henchman)+2
risked life for within last six months (hireling) or one year (henchman)+2
ransomed or rescued within one year+2
saved life directly or personally+3
uses and diminishes his or her own magic to benefit the NPC (including use of spells, especially cures)+3
returned henchman or hireling to normal state from death-like state, had raised or resurrected+4
Note: Apply only one penalty and one bonus maximum, whichever of either category is the
higher.


Situation ModifiersLoyalty Modifier
liege dead or surrounded and outnumbered-3
liege hors de combat-2
1 henchman dead or hors de combat-1
each 1 or 2 henchmen dead or hors de combat above 1-1
1 or 2 hit dice or levels dead, friendly-1
3 to 5 hit dice or levels dead, friendly-2
6 to 9 hit dice or levels dead, friendly -3
each 7 to 10 hit dice or levels dead, friendly, above 9-3
1 to 7 hit dice or levels alive, enemy-1
each 1 to 10 hit dice or levels alive, enemy, above 7 -1
1 or 2 hit dice or levels dead, enemy+1
3 to 17 hit dice or levels dead, enemy +2
18 to 34 hit dice or levels dead, enemy +3
each 1 to 20 hit dice or levels dead, enemy, above 34+1
1 hit die or level alive, friendly+1
2 to 8 hit dice or levels alive, friendly +2
9 to 17 hit dice or levels alive, friendly +3
each 1 to 10 hit dice or levels alive, friendly, above 17 +1
1 to 3 henchmen present, in sight, alive+2
4 to 6 henchmen present, in sight, alive+3
each 1 to 4 henchmen present, in sight, alive, above 6 +1
liege present, in sight, alive+2
 

Anyone have an example of what system does morale “right”?
I liked B/X morale.

First it was explicitly optional, a DM would generally decide on monster reactions based on what made sense or what they wanted to do but there was a system if the DM wanted to roll under a system.

A 2d6 roll so a little bell curve and monsters having different scores based on how cowardly or whatever they are. Checks made at first casualty and when half the force down.

Not too intrusive, it is quick and easy to use in combat, seems reasonable, and adds some uncertainty/randomness for the DM.
 

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