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General Tabletop Discussion
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Handling Morale Checks
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<blockquote data-quote="Rune" data-source="post: 9584433" data-attributes="member: 67"><p>I think, were I looking to implement a house-ruled morale system, I’d want something simple that encourages proactive attempts to break morale and can also negatively affect PCs without removing their agency.</p><p></p><p>[SPOILER="To that end:"]• During the course of combat, combatants will gain panic tokens (d6s) as they experience setbacks, defeats, and harm. These are gained immediately as their triggers occur and are cumulative.</p><p></p><p>• For NPCs, the DM will determine whether the combatant is <em>Cowardly</em>, <em>Brave</em>, or neither (if in doubt, neither). This can be done at the start of combat, or at the start of their first turns, as preferred. A <em>Cowardly</em> combatant increases its accumulated panic tokens by 1 at the start of each if its turns. A <em>Brave</em> combatant reduces its accumulated panic tokens by 1 at the start of each of its turns.</p><p></p><p>• At the start of each combatant’s turn, it rolls a number of d6s equal to its number of panic tokens. If at least 2 ones are rolled, the combatant will become Frightened of all enemy combatants if it is not already. Once Frightened, an NPC combatant will act as appropriate per DM discretion (ie, <em>Cowardly</em> combatants may flee immediately). Any traits, features, or spells that have additional effects for Frightened creatures apply. If the NPC is already Frightened of all enemy combatants, a roll of panic token dice with at least 2 ones causes the NPC to flee if possible. A <em>Brave</em> NPC may make a Wisdom Save (DC = 5 + 5 per number of ones rolled on the panic token dice) to resist and immediately rally (as described below).</p><p></p><p>• If no ones are rolled on the panic token dice at the start of a combatant’s turn, its accumulated panic tokens are reduced by 1 and, if Frightened (through morale attrition), it is considered to have rallied and loses the condition. If the combatant is Frightened through some other effect, they can only lose that condition through whatever means are described in that effect.</p><p></p><p>• At the end of a combatant’s turn, it again rolls a number of d6s equal to its number of panic tokens. The combatant may make a Wisdom Save (DC = the total number rolled on the panic token dice), reducing its accumulated panic tokens by 1 on a success.</p><p></p><p><u>Ways to gain panic tokens:</u></p><p>• Intimidation through the Influence action.</p><p></p><p>• The enemy achieves a specific objecive or denies such to the combatant’s side.</p><p></p><p>• First harm done to the combatant.</p><p></p><p>• The combatant is reduced to some pre-determined fraction or fewer of its maximum HP (possibly just the first time).</p><p></p><p>• An ally that is not significantly less powerful than the combatant is dropped to 0 HP (this should incidentally discourage whack-a-mole healing). If the ally is a/the leader, gain an additional panic token. </p><p></p><p>• An ally flees. If the ally is a/the leader and/or is <em>Brave</em>, gain an additional panic token.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Rune, post: 9584433, member: 67"] I think, were I looking to implement a house-ruled morale system, I’d want something simple that encourages proactive attempts to break morale and can also negatively affect PCs without removing their agency. [SPOILER="To that end:"]• During the course of combat, combatants will gain panic tokens (d6s) as they experience setbacks, defeats, and harm. These are gained immediately as their triggers occur and are cumulative. • For NPCs, the DM will determine whether the combatant is [I]Cowardly[/I], [I]Brave[/I], or neither (if in doubt, neither). This can be done at the start of combat, or at the start of their first turns, as preferred. A [I]Cowardly[/I] combatant increases its accumulated panic tokens by 1 at the start of each if its turns. A [I]Brave[/I] combatant reduces its accumulated panic tokens by 1 at the start of each of its turns. • At the start of each combatant’s turn, it rolls a number of d6s equal to its number of panic tokens. If at least 2 ones are rolled, the combatant will become Frightened of all enemy combatants if it is not already. Once Frightened, an NPC combatant will act as appropriate per DM discretion (ie, [I]Cowardly[/I] combatants may flee immediately). Any traits, features, or spells that have additional effects for Frightened creatures apply. If the NPC is already Frightened of all enemy combatants, a roll of panic token dice with at least 2 ones causes the NPC to flee if possible. A [I]Brave[/I] NPC may make a Wisdom Save (DC = 5 + 5 per number of ones rolled on the panic token dice) to resist and immediately rally (as described below). • If no ones are rolled on the panic token dice at the start of a combatant’s turn, its accumulated panic tokens are reduced by 1 and, if Frightened (through morale attrition), it is considered to have rallied and loses the condition. If the combatant is Frightened through some other effect, they can only lose that condition through whatever means are described in that effect. • At the end of a combatant’s turn, it again rolls a number of d6s equal to its number of panic tokens. The combatant may make a Wisdom Save (DC = the total number rolled on the panic token dice), reducing its accumulated panic tokens by 1 on a success. [U]Ways to gain panic tokens:[/U] • Intimidation through the Influence action. • The enemy achieves a specific objecive or denies such to the combatant’s side. • First harm done to the combatant. • The combatant is reduced to some pre-determined fraction or fewer of its maximum HP (possibly just the first time). • An ally that is not significantly less powerful than the combatant is dropped to 0 HP (this should incidentally discourage whack-a-mole healing). If the ally is a/the leader, gain an additional panic token. • An ally flees. If the ally is a/the leader and/or is [I]Brave[/I], gain an additional panic token.[/SPOILER] [/QUOTE]
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