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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Morale Check in 4E
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<blockquote data-quote="fba827" data-source="post: 5099432" data-attributes="member: 807"><p>Well, if you prescribe to the idea that 0hp does not necessarily mean "dead" then you can verbally describe 0 hp as "the kobold drops his weapon and cowers on the ground from the beat down he just received and/or watched his friends receive" (this might also be a good way to describe minions going to 0 since they aren't as invested in the combat as say the leader of their gang is).</p><p></p><p>alternatively, just see if the players want to start using intimidate as a skill in combat more often (that is against the creatures will defenses -- check out the intimidate skill description for details on that).</p><p></p><p>maybe you decide ahead of time which creatures are not "important" in the combat (as in, they aren't invested heavily in the outcome and are only coming as followers), and then say that when someone like that gets to bloodied, that's when they start to run away. whereas the important people will fight until reduced to 0.</p><p></p><p>finally, as the dm, just decide when enough is enough -- has a particular creature seen so much that the situation/circumstance warrants that he/she will give / flee / etc ? If so, then just do that.</p><p></p><p></p><p>(Personally, i am glad that there isn't a morale entry anymore because it created weird situations. I much prefer the DM to make a judgment call based on the situation as to which creatures would have had enough and flee and which would continue to fight)</p></blockquote><p></p>
[QUOTE="fba827, post: 5099432, member: 807"] Well, if you prescribe to the idea that 0hp does not necessarily mean "dead" then you can verbally describe 0 hp as "the kobold drops his weapon and cowers on the ground from the beat down he just received and/or watched his friends receive" (this might also be a good way to describe minions going to 0 since they aren't as invested in the combat as say the leader of their gang is). alternatively, just see if the players want to start using intimidate as a skill in combat more often (that is against the creatures will defenses -- check out the intimidate skill description for details on that). maybe you decide ahead of time which creatures are not "important" in the combat (as in, they aren't invested heavily in the outcome and are only coming as followers), and then say that when someone like that gets to bloodied, that's when they start to run away. whereas the important people will fight until reduced to 0. finally, as the dm, just decide when enough is enough -- has a particular creature seen so much that the situation/circumstance warrants that he/she will give / flee / etc ? If so, then just do that. (Personally, i am glad that there isn't a morale entry anymore because it created weird situations. I much prefer the DM to make a judgment call based on the situation as to which creatures would have had enough and flee and which would continue to fight) [/QUOTE]
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Morale Check in 4E
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