D&D 5E Is morale used anymore?

Li Shenron

Legend
Sometimes I get the impression that people don't use morale anymore. That every monster fights to the death unless the adventure explicitly says otherwise. To me, that doesn't make a lot of sense. I mean, no intelligent creature stays and fights to the death unless it's got no other real choice.

I definitely don't run death matches all the time, but I don't currently use any hard-boiled "rule" to determine if an enemy tries to flee or surrender. Usually I just improvise it when the fight is going bad for them.
 

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Ath-kethin

Elder Thing
I don't currently use any hard-boiled "rule" to determine if an enemy tries to flee or surrender. Usually I just improvise it when the fight is going bad for them.

Your attention and focus may just be better than mine, but I find that having the morale rule helps me remember the point where the fight is going badly for them.
 

Plaguescarred

D&D Playtester for WoTC since 2012
The 2 last encounters in my GREYHAWK campaign monsters' moral failed them when things went too bad for them and fled. I think it cut down time when an encounter's outcome is certain and also it make sense not to have all combats always running until the last enemy is slain. Most creatures want to live and fight another day afterall!
 

guachi

Hero
I use morale frequently.

I am currently running old 1e and BECMI modules and using the BECMI morale rules when I run those adventures.

I like the randomness of the morale roll. I like as a DM when the are things out of my control so I can act as an observer and be surprised by outcomes like the players.

The lack of morale was one of the things that bothered me when I got my 5e books.
 
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77IM

Explorer!!!
Supporter
I have recently developed a brilliant morale system that I actually use. Whenever I write down a monster for an encounter, I put in [brackets] the conditions under which they will flee. Usually, it's based on just a fraction of the monsters being defeated, or their leader being defeated.

Actual notes from my last session (running Holdenshire Chronicles; quest "Escort Service"):
  • Day 1: River pirates! 6 bandits and a bandit captain [flee 1/2 or captain] -- This means, when half the enemies are dead (in this case, 4 creatures) or when the captain is dead, they flee.
  • Day 2: Resting for the night, attacked by 3 giant frogs [won't flee]
  • Day 3: During the hand-off, 3 goblins riding 3 worgs [flee 2/3] -- This means, when 2/3 of the enemies are dead (in this case, 4 creatures), they flee.
  • Return trip, day 3: Set upon by 8 lizardfolk Cavernsnappers [flee 3/4] -- This means, when 3/4 of the enemies are dead (in this case, 6 creatures), they flee.

I find that deciding the morale conditions ahead of time and listing them along with the monsters makes me remember that morale is a thing and that fleeing is pretty rational. I also bump up the number of monsters somewhat to compensate. This lets me design encounters which are VERY dangerous at first -- but then when the encounter starts getting easier, it gets cut short.

There's no morale roll in this system. When the conditions are met, the fleeing just happens.
 

S'mon

Legend
I use Classic's 2d6 roll-over morale system in all my games - works very well for group morale. IMCs both PCs and NPCs often flee and escape - if there is pursuit (which there often isn't, winners tend to stop and catch their breath rather than risk running into another fight) I'll typically use opposed skill checks to see if pursuee gets away.
 

Shiroiken

Legend
That's a lot of finicky modifiers. Very 3e and not very 5e.

Moral should probably either be a Wisdom or Charisma saving throw. Maybe either or, chosen by the creature. Willpower or sense of self.
Then modify with advantage or disadvantage as needed.
I can see a creature substituting their leader's modifier for their own.
It's more based on 1E's Morale system, but that used a d%. Most of the modifiers were by 5%, so it translated fairly well to a d20 roll. Advantage and Disadvantage is too much overall (I only gave it for defending the lair and after the loss of the leader), because it averages a +/- 4. YMMV.

It's hard for me to see this as an ability check. I could see it as a Wisdom Save based on what you said, but a Leader's Charisma should modify the roll. I'd say have the base DC be based on the Leader's Cha (maybe 10-mod), but then you have to figure out what leaderless creatures would roll.
 

MechaPilot

Explorer
I don't use a formal, published morale rule.

Instead, I assume most creatures have a sense of self-preservation and will prefer to flee rather than be killed. This is not universally true. Zealots, creatures with no free will (i.e. unintelligent constructs and undead), creatures protecting their young or loved ones, etc. will readily fight to the death. But, most other creatures will be looking for a way to safely escape once they reach half their normal HP maximum, or if all their allies have been killed or otherwise disabled.

I have retained the 4e rule that a creature becomes susceptible to being intimidated (or convinced) into fleeing or surrendering once it is reduced to half HPs or below.
 

PrometheanVigil

First Post
I use random roll tables instead to determine if a monster/NPC retreats from combat. If I roll "Retreat", that monster sprints away, effectively rendering only ranged characters able to take em'.

This is for Shadow of the Demon Lord and I originally used random rolls for New World of Darkness. The beauty of it is that random rolls work in each and every medium or heavy system I've GM'd (which is several, to varying degrees). As far as a Balder's Gate style Morale mechanic, I just do simple math or inductive reasoning on part of the monster: am I outnumbered 2-1, are they using weapons I have weakness to, am I wounded et al -- if any are true, if my roll results in something not Retreat or Cover, I roll again and then take whatever result it is (representing doubt).

It works really well. REALLY well. To the point that is highly entertaining to see how the "simulation" of these monsters plays out against the PCs and removes all worry from me of any arbitrary bias against a particular PC.
 


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