Garthanos
Arcadian Knight
Which is ideal for modeling a racial regeneration of wounds - not that you have a lot of wounds when bloodied, but once they're gone, you're not regenerating, physically, anymore...
Sure it works for the retro - wound model
Which is ideal for modeling a racial regeneration of wounds - not that you have a lot of wounds when bloodied, but once they're gone, you're not regenerating, physically, anymore...
Well it is certainly on the possible fixes and effectively ties the whole group power to the leader ability.
The solace in numbers element would need to be something else.
Perhaps an ability enemy has bonus hit points per ally currently on the field. (and loses them when they die)
I do like the idea of thinking morale is all in terms of hit points.
I've also always thought minions could represent creatures with very poor morale. They'll march along and hit things until it's driven home to them that they're facing a real enemy that can hurt them, then they fold. Could also make minions a renewable resource, since all those minions that got hit didn't necessarily die, just ran/hid, surrendered, or otherwise stopped fighting...
One advantage is that it's not even a 'system.' Just assign traits to model high morale (regeneration until bloodied, or regeneration not on rounds that 'trigger' morale, temp hps, etc) to particularly brave/motivated creatures, and traits like the above for those with poor morale.
Yup, that's what I'm going to do in HoML from now on is just model it as specific traits that you can add to stat blocks. In effect it becomes a set of 'monster themes', high morale, or low morale, with a couple variations of attributes that can be added depending on what the GM thinks is appropriate.
[MENTION=60326]heretic888[/MENTION]
My problem splitting it is basically distinguishing willingness and ability to fight on in a way that just isnt done in game AND that not distinguishing is why healing is called both healing and inspiration and similar things all over in the game as it stands.
About Intimidate - likely if you do uber optimize it you can end the fight entirely multiple enemies knocked from bloodied to functionally zero, with one standard action.
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.Hit points clearly don't simulate *anything* really, except how close a character is to death.
In 4e, Bloodied can bear on both. 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.Whether meat or morale, being low on hit points doesn't affect your performance (barring a few exceptions like bloodied dragonborn and the like) whatsoever nor does it have any direct bearing on your character's fictional positioning.
Matches my experience.My experience with the Intimidate skill's morale effect is it almost never gets used. The DC is high enough that, unless a character is super-optimized for a high Intimidate bonus, it is absolutely not worth the effort to waste a standard action on it during a combat situation.
Using a Skill Challenge structure parallel to the combat I could see, yes. It gives you a separate path to resolution.I disagree with AbdulAlhazred's assertion that having a "second path" to defeating enemies is problematic, especially in a Story Now style of game. In fact, opening thematically appropriate avenues toward resolving encounters is pretty much intrinsic to Story Now type games. I actually go further than this in my own games, and often have Skill Challenges operating in tandem with Combat Encounters with the PCs able to "win" the encounter using either approach. The morale system I described is just icing on the cake.
My understanding is using the Intimidate skill to force a bloodied foe to surrender can only be done to one creature at a time. Is this incorrect?
The bloodied threshold makes you vulnerable to various effects Deva Aura is one example.Losing hit points doesn't make you more susceptible to being influenced
Matches my experience.
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...