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Morale Checks - How Would You?
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<blockquote data-quote="John Out West" data-source="post: 7965724" data-attributes="member: 6893656"><p>Having to roll 11 separate checks at the end of each round to see if each individual gnome flees is going to take a lot of time. You didn't mention WHEN they are supposed to make these checks. Is it at the end of every round? Is there a chance a gnome would flee before a single blow had been struck?</p><p></p><p>I typically don't make hard and fast rules for when a moral breaks, (In D&D) and instead try to play realistically and logically, and just use a coin flip to determine if they run if i am not sure.</p><p></p><p>In the game I developed, each player and Game Master use a deck of cards, and when the GM runs out, that usually represents the morale breaking and causes the fight to end, (In mass surrendering and running away) unless a Leader is present who can let the GM shuffle his deck. (Giving incentives to the players to take out the leaders early) Crowds who are less organized also lose cards every time a character is wounded. I don't know how you could translate that to a d20 game, however. I suppose you could give the entire group its own HP that is also reduced with each attack, and when that runs down to zero they either rally or break.</p><p></p><p>Something i've been working on is social manipulation, which can be used to let players make enemies run away in combat. Loosely translated to 5e, each character has an Ego score (Equal to their highest ability score). Groups also have an Ego Score which allow you to affect all of them at once (Equal to a base ego plus an important factor, in the gnomes case it would be numbers) A character can make a Social Maneuver against an enemy by removing a number of hitpoints from themselves equal to the enemy's ego score. (Hitpoints representing stamina in this case, not physical health) (Players do not get to know the scores of their enemies and must guess, or make a check to discover it, otherwise it is a Blind Bid) Social maneuvers can be used to make characters run away, or get them angry, etc. Usually to perform the more powerful maneuvers, you require to get your enemy into an emotional state, such as angry or afraid, before you can goad them or make them run away. Groups typically cannot be manipulated while there is a leader present.</p><p>This is to say that, a group of 18 gnomes with a high score of 14 would require about 32 hitpoints to make afraid, and then another 32 hitpoints to scare into running away. Similarly, a group of 11 gnomes with four injured would require 42 HP total to make them scared and run away. The main difference being that the second group is unlikely to return, while the first group will likely rally in the distance and attack again, and the players will have spent 64 hitpoints to buy themselves an hour. (And deal zero damage) However, if you're goal is to cross a bridge and destroy it, that is all they needed.</p><p></p><p>That's just my own meandering experience. I hope it helps.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7965724, member: 6893656"] Having to roll 11 separate checks at the end of each round to see if each individual gnome flees is going to take a lot of time. You didn't mention WHEN they are supposed to make these checks. Is it at the end of every round? Is there a chance a gnome would flee before a single blow had been struck? I typically don't make hard and fast rules for when a moral breaks, (In D&D) and instead try to play realistically and logically, and just use a coin flip to determine if they run if i am not sure. In the game I developed, each player and Game Master use a deck of cards, and when the GM runs out, that usually represents the morale breaking and causes the fight to end, (In mass surrendering and running away) unless a Leader is present who can let the GM shuffle his deck. (Giving incentives to the players to take out the leaders early) Crowds who are less organized also lose cards every time a character is wounded. I don't know how you could translate that to a d20 game, however. I suppose you could give the entire group its own HP that is also reduced with each attack, and when that runs down to zero they either rally or break. Something i've been working on is social manipulation, which can be used to let players make enemies run away in combat. Loosely translated to 5e, each character has an Ego score (Equal to their highest ability score). Groups also have an Ego Score which allow you to affect all of them at once (Equal to a base ego plus an important factor, in the gnomes case it would be numbers) A character can make a Social Maneuver against an enemy by removing a number of hitpoints from themselves equal to the enemy's ego score. (Hitpoints representing stamina in this case, not physical health) (Players do not get to know the scores of their enemies and must guess, or make a check to discover it, otherwise it is a Blind Bid) Social maneuvers can be used to make characters run away, or get them angry, etc. Usually to perform the more powerful maneuvers, you require to get your enemy into an emotional state, such as angry or afraid, before you can goad them or make them run away. Groups typically cannot be manipulated while there is a leader present. This is to say that, a group of 18 gnomes with a high score of 14 would require about 32 hitpoints to make afraid, and then another 32 hitpoints to scare into running away. Similarly, a group of 11 gnomes with four injured would require 42 HP total to make them scared and run away. The main difference being that the second group is unlikely to return, while the first group will likely rally in the distance and attack again, and the players will have spent 64 hitpoints to buy themselves an hour. (And deal zero damage) However, if you're goal is to cross a bridge and destroy it, that is all they needed. That's just my own meandering experience. I hope it helps. [/QUOTE]
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