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Morale Checks - How Would You?
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<blockquote data-quote="GMMichael" data-source="post: 7965319" data-attributes="member: 6685730"><p>In-game: four heroes, well known across the reach but not yet beyond it, sit near a campfire with their Mordenkainen's Instant Carriage parked nearby. There's a rustling in the darkness, and sure enough, those tenacious, infamous, wicked gnomes spring screaming from the trees. They're out for blood, specifically, the blood of whoever started a campfire on Wigglewitz while he slept. Anyway, the party is expecting them (and the half-orc knew damn well where he chose to start the fire), so after a few spells and swings of large, sharp objects, the band of gnomes withers from 18 down to 11, with four bruised, yet fighting, heroes. The gnomes were clearly mistaken, thinking that superior numbers and surprise would enable them to slay the heroes. Now they must consider fleeing.</p><p></p><p>Out-of-game: you have a few tools at your disposal for resolving uncertainties:</p><p>Attributes: the gnomes have three attributes, Physical, Mental, and Metaphysical, that grant bonuses in the 0 to +3 range. Every outcome roll (d20) of theirs is affected by one of these bonuses.</p><p>Health: each attribute provides an amount of health ranging from about 8 to 15. Damage of the same attribute type counts against this.</p><p>Skills: you can add skill points to the outcome roll if the skill applies, usually from 0 to 3. Some relevant choices might be:</p><p>-Persuade, for changing the minds of others.</p><p>-Willpower, for persuading yourself.</p><p>-Engage, for drawing the attention of others.</p><p>-Concentrate, for ignoring distractions.</p><p>-Fight, for causing physical damage with weapons.</p><p></p><p>Is this enough of a system to perform morale checks, deciding whether an individual gnome panics? Would you add more rules for determining morale? Fewer?</p><p>I'd like to hear from PCs and GMs, since these might be opposing, but both valid, perspectives.</p><p></p><p>My initial thought, or maybe a legacy rule floating around in my head, was that each gnome would simply roll for a Mental outcome and add Willpower to it, trying to beat a number based on how dangerous the situation seems, say 15. Roll under: flee. But that now seems over-simplistic because...</p><p></p><p>Should the players roll with the Persuade skill instead?</p><p>Do the numbers of combatants on either side matter?</p><p>Do the character levels on either side matter?</p><p>Does a leader get to affect the rolls?</p><p>Does a character's health affect his roll?</p><p>Do the gnomes get a home field advantage?</p><p>When should morale checks be made?</p><p>Should morale be governed by its own attribute? Or a Morale skill?</p><p>Should morale be treated as Mental damage? Metaphysical?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7965319, member: 6685730"] In-game: four heroes, well known across the reach but not yet beyond it, sit near a campfire with their Mordenkainen's Instant Carriage parked nearby. There's a rustling in the darkness, and sure enough, those tenacious, infamous, wicked gnomes spring screaming from the trees. They're out for blood, specifically, the blood of whoever started a campfire on Wigglewitz while he slept. Anyway, the party is expecting them (and the half-orc knew damn well where he chose to start the fire), so after a few spells and swings of large, sharp objects, the band of gnomes withers from 18 down to 11, with four bruised, yet fighting, heroes. The gnomes were clearly mistaken, thinking that superior numbers and surprise would enable them to slay the heroes. Now they must consider fleeing. Out-of-game: you have a few tools at your disposal for resolving uncertainties: Attributes: the gnomes have three attributes, Physical, Mental, and Metaphysical, that grant bonuses in the 0 to +3 range. Every outcome roll (d20) of theirs is affected by one of these bonuses. Health: each attribute provides an amount of health ranging from about 8 to 15. Damage of the same attribute type counts against this. Skills: you can add skill points to the outcome roll if the skill applies, usually from 0 to 3. Some relevant choices might be: -Persuade, for changing the minds of others. -Willpower, for persuading yourself. -Engage, for drawing the attention of others. -Concentrate, for ignoring distractions. -Fight, for causing physical damage with weapons. Is this enough of a system to perform morale checks, deciding whether an individual gnome panics? Would you add more rules for determining morale? Fewer? I'd like to hear from PCs and GMs, since these might be opposing, but both valid, perspectives. My initial thought, or maybe a legacy rule floating around in my head, was that each gnome would simply roll for a Mental outcome and add Willpower to it, trying to beat a number based on how dangerous the situation seems, say 15. Roll under: flee. But that now seems over-simplistic because... Should the players roll with the Persuade skill instead? Do the numbers of combatants on either side matter? Do the character levels on either side matter? Does a leader get to affect the rolls? Does a character's health affect his roll? Do the gnomes get a home field advantage? When should morale checks be made? Should morale be governed by its own attribute? Or a Morale skill? Should morale be treated as Mental damage? Metaphysical? [/QUOTE]
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