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<blockquote data-quote="pming" data-source="post: 8480987" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>In a nutshell... if I was looking to roll some dice... </p><p></p><p>Divide them into "identifiable groups": "Irate Farmers", "Concerned Mothers", "Uppity 20-somethings", "Devoted Old Timers". Then assign each of these groups a Morale score. Personally I turn to Basic D&D for this; it's quick, easy and reliable. Basically a rating between 2 and 12; 2 NEVER fails, 12 NEVER passes. Roll 2d6 and a successful "morale check" is their Moral number or lower. If they fail, then something happens.</p><p></p><p>I generally have what 'happens' be contingent other situation; if the PC's are giving them an opportunity to "gracefully bow out" (re: run away, surrender, call it a draw, hem n' haw then say "Well, I still don't like it, but....I guess we can try it your way...", etc), then I ask the Players what they want to do. They do that, and I make another Moral check, with modifiers based on what the PC's just did. That result is the final result on exactly what the group does.</p><p></p><p>I'm sure you can find the Moral rules for B/X/BECMI out there somewhere if you don't have them.</p><p></p><p>Each of the identifiable groups would have a "Moral Factor" and if that group fails, then that number gets subtracted from each of the other groups Moral rating. So, if the "Irate Farmers" had a Moral Rating of 8, but a Moral Factor of 3, and they 'failed' their Moral and are willing to hear the PC's out...then the other three groups Moral ratings drop by 3 points each. Simply put, as more in the Mob "fail", the less likely the rest of the Mob is to remain so hell bent on violence.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8480987, member: 45197"] Hiya! In a nutshell... if I was looking to roll some dice... Divide them into "identifiable groups": "Irate Farmers", "Concerned Mothers", "Uppity 20-somethings", "Devoted Old Timers". Then assign each of these groups a Morale score. Personally I turn to Basic D&D for this; it's quick, easy and reliable. Basically a rating between 2 and 12; 2 NEVER fails, 12 NEVER passes. Roll 2d6 and a successful "morale check" is their Moral number or lower. If they fail, then something happens. I generally have what 'happens' be contingent other situation; if the PC's are giving them an opportunity to "gracefully bow out" (re: run away, surrender, call it a draw, hem n' haw then say "Well, I still don't like it, but....I guess we can try it your way...", etc), then I ask the Players what they want to do. They do that, and I make another Moral check, with modifiers based on what the PC's just did. That result is the final result on exactly what the group does. I'm sure you can find the Moral rules for B/X/BECMI out there somewhere if you don't have them. Each of the identifiable groups would have a "Moral Factor" and if that group fails, then that number gets subtracted from each of the other groups Moral rating. So, if the "Irate Farmers" had a Moral Rating of 8, but a Moral Factor of 3, and they 'failed' their Moral and are willing to hear the PC's out...then the other three groups Moral ratings drop by 3 points each. Simply put, as more in the Mob "fail", the less likely the rest of the Mob is to remain so hell bent on violence. ^_^ Paul L. Ming [/QUOTE]
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