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Morale in d20 Modern
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<blockquote data-quote="The Shaman" data-source="post: 2051097" data-attributes="member: 26473"><p>For my Modern military PbP game I'm using Cool checks, adapted from Rich Redman’s article <a href="http://www.wizards.com/default.asp?x=d20modern/fb/20030624a" target="_blank"><span style="color: blue"><em>Cool under Fire</em></span></a> from the “Notes from the Bunker” series on WotC's website.</p><p></p><p>So far it's worked out quite well, IMO, at simulating what happens to the NPCs on the battlefield - some get stunned or shaken, others bolt or cower.</p><p></p><p>I could simply decide which NPCs react certain ways, but I like the random element to it as well - it's played a significant and somewhat surprising role in both of the combat encounters so far. That's not to say that I leave it all to chance - one of the legionnaires has yet to fire his rifle due to nervousness, something I determined was part of his personality before the paratroopers ever jumped out the door. The commander of the <em>fellaghas</em> (insurgents) will base his decisions on how willing he is to press the attack based on my read of the combat, not dice rolls - on the other hand, the rank-and-file <em>fellaghas</em> may run, hide, or advance boldly depending on the roll of the dice.</p><p></p><p>I feel that if I decide <u>everything</u> that happens then why have the heroes roll for anything? I might as well be writing a story and sharing it with the players instead of letting the story play out and simply describing the action. The Cool checks work well with the latter approach so far.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2051097, member: 26473"] For my Modern military PbP game I'm using Cool checks, adapted from Rich Redman’s article [url=http://www.wizards.com/default.asp?x=d20modern/fb/20030624a][color=blue][i]Cool under Fire[/i][/color][/url] from the “Notes from the Bunker” series on WotC's website. So far it's worked out quite well, IMO, at simulating what happens to the NPCs on the battlefield - some get stunned or shaken, others bolt or cower. I could simply decide which NPCs react certain ways, but I like the random element to it as well - it's played a significant and somewhat surprising role in both of the combat encounters so far. That's not to say that I leave it all to chance - one of the legionnaires has yet to fire his rifle due to nervousness, something I determined was part of his personality before the paratroopers ever jumped out the door. The commander of the [i]fellaghas[/i] (insurgents) will base his decisions on how willing he is to press the attack based on my read of the combat, not dice rolls - on the other hand, the rank-and-file [i]fellaghas[/i] may run, hide, or advance boldly depending on the roll of the dice. I feel that if I decide [u]everything[/u] that happens then why have the heroes roll for anything? I might as well be writing a story and sharing it with the players instead of letting the story play out and simply describing the action. The Cool checks work well with the latter approach so far. [/QUOTE]
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