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<blockquote data-quote="Sword of Spirit" data-source="post: 8440612" data-attributes="member: 6677017"><p>If you want to use a makeshift morale system with attribute checks, I would definitely use Charisma rather than Wisdom. Wisdom should help you figure out that it‘s a good idea to run away—not make you stay and die like an idiot. Charisma is a better choice for someone just staying to fight because they are confident (or overconfident).</p><p></p><p>Of course it‘s the same I have with using a characters Wisdom to oppose you when you are trying to persuade them to something that‘s actually to their own benefit? Wouldn‘t a character with higher Wisdom be <strong>more</strong> likely to realize this is a good idea, not less? Just treating Wisdom as the stubbornness stat is really off to me.</p><p></p><p>Personally, I just decide what it makes sense for them to do, and only roll when in doubt. I do say that everything is happening so fast in the first round that characters haven’t had time to process that they are losing, so nobody that was actually planning on being in the fight (as opposed to someone who bolts at the first sign of drawn blades) is going to run on the first turn. That makes it easier for the players to not have to constantly chase down creatures they don’t want to let get away. If you want to minimize killing, you could do the opposite—decide that anyone who isn't super committed to the fight automatically surrenders or flees on their first turn if it looks like the fight isn’t going their way.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8440612, member: 6677017"] If you want to use a makeshift morale system with attribute checks, I would definitely use Charisma rather than Wisdom. Wisdom should help you figure out that it‘s a good idea to run away—not make you stay and die like an idiot. Charisma is a better choice for someone just staying to fight because they are confident (or overconfident). Of course it‘s the same I have with using a characters Wisdom to oppose you when you are trying to persuade them to something that‘s actually to their own benefit? Wouldn‘t a character with higher Wisdom be [B]more[/B] likely to realize this is a good idea, not less? Just treating Wisdom as the stubbornness stat is really off to me. Personally, I just decide what it makes sense for them to do, and only roll when in doubt. I do say that everything is happening so fast in the first round that characters haven’t had time to process that they are losing, so nobody that was actually planning on being in the fight (as opposed to someone who bolts at the first sign of drawn blades) is going to run on the first turn. That makes it easier for the players to not have to constantly chase down creatures they don’t want to let get away. If you want to minimize killing, you could do the opposite—decide that anyone who isn't super committed to the fight automatically surrenders or flees on their first turn if it looks like the fight isn’t going their way. [/QUOTE]
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