heretic888
Explorer
In 4e, not even necessarily death, just defeat - when you drop someone to 0, you can decide what happens to them, just KO them or whatever, instead of leaving them dying.
Yep. If pushed into a corner, I would describe hit points as one's capacity to turn a serious blow into a glancing blow or a near miss. This "capacity", however we define it, still has no clear relationship to a character's physical or psychological state as evidenced by the fact that it only indirectly interfaces with any of the game's other procedures or subsystems.
In 4e, Bloodied can bear on both.
Yes, there are a few powers, feats, and traits that interface with the Bloodied condition. However, as I pointed out earlier, the game doesn't care if you are Bloodied with 49% of your hit points or Bloodied with 1% of your hit points.
And, you already have separate-from-hd conditions (and can arbitrarily apply just about anything in the same manner, thanks to exception-based design), breaking an enemy's morale (temporarily if the fight isn't all but over) could be rattled, dazed or even stunned, for instance.
Yes, there are multiple ways to represent "morale" in the game. Morale saves are just another way of representing it.
One minor variation, apart from just having enemies break and run or break & surrender when it seems reasonable, would be to set lower DCs for it when the tide has clearly turned against their side and/or they're prone to surrender or run for any other reason...
Sounds like a good use of the DM's Best Friend to me.

Using a Skill Challenge structure parallel to the combat I could see, yes. It gives you a separate path to resolution.
The key to using this approach effectively is to have a goal for your encounters other than "not die" or "kill all the orcs".
The advantage of Abdul's approach is that it keeps the system 'simple' (less complicated? more elegant?), by using the existing mechanisms - hps, healing/regen, damage/conditions, traits, to model enemies with unusually good or poor morale. It seems like more than a few powers also want to model shaking enemy morale in various ways, already, too.
The skill challenge solution would share that advantage.
I'm not sure that approach is particularly "simple", I mean immediate saving throws are also part of the game's existing architecture too (such as when a character makes a save to avoid being forced into dangerous terrain). It sounds to me like adding a bunch of conditional traits to enemies and I generally think monsters having healing is a bad idea in 4E to begin with. Personally, as a GM it sounds like adding a bunch of book-keeping to the game without much real benefit.
Like I touched upon in my last post, I have other goals with my system other than "simulating morale" (although it does that too):
* Makes combat faster and more chaotic.
* Gives more agency to the players.
* Gives more flexibility in using hard or very hard encounters without overwhelming the players.
* Discourages the preeminence of focus-fire tactics.
* Promotes a cast of recurring villains or NPCs for more story-focused campaigns.
* Doesn't significantly add to the game's complexity or book-keeping.
I'm not sure what goal adding conditional traits to monster stat blocks reaches but it does sound like more complexity to how I usually run my games.