howandwhy99
Adventurer
AD&D morale is very complex and probably not a good fit at all for new DMs. I don't really care for everything about it myself, but it could be made easier FWIW.
Here are the basics in case some don't remember:
Morale checks = Percentile rolls to follow orders / maintain allegiance.
Situations for checks include:
Well, tons, but basically these fall into actions with high probabilities of resource loss (personal harm, property loss, ally loss, etc.), restricting resource gain (not stealing, asking for unwarranted pay, etc.), changing allegiances/alignment (bribes, calls for surrender, etc.), and combat morale (personal harm broken down even further).
Combat Situations: (what most use Morale checks for)
Superior enemy, 25% HP or ally loss, 50% HP or ally loss, leader unconscious or lost (slain, deserted, etc.)
Loyalty Score = 50% +/- Charisma adjustment of the leader + other modifiers.
(for henchmen, hirelings, followers, associates, [basically allies])
Morale Score = 50% +/- Charisma adjustment of the leader + other modifiers.
(for intelligent monsters w/o loyalty, [basically enemies])
The Morale Check uses a creature or faction's current Loyalty or Morale Score as the target number. Rolls are made as situations predefined arise.
Loyalty Score Modifiers are tracked by individual or faction. One roll is usually enough to know who failed and who succeeded in any current grouping, with resulting individual actions to follow. There are many, many, many Loyalty Score modifiers in the game for AD&D, you need only peek at the last page of the DMG to remember. Scores were only changed when modifier in place was changed "You get paid double now", for example.
Situational Morale Check Modifiers were not quite so many. These only altered the die roll, not the current Loyalty or Morale of the participants depending upon the situation.
A single, relatively static Loyalty or Morale score was easy enough to list as an NPC stat, even with all the complexity built in.
EDIT: I seriously think this should be made into a d20 check. Bulkier, more significant modifiers would mean there were probably fewer and therefore would be more easily remembered. I mean, if combat & magic systems can both get away with d20 as the base roll and other die types for other stuff, then clerics and other PCs can live with a d20 granular-sized behavior system. (The magic system d20 rolls being the Saving Throws).
Here are the basics in case some don't remember:
Morale checks = Percentile rolls to follow orders / maintain allegiance.
Situations for checks include:
Well, tons, but basically these fall into actions with high probabilities of resource loss (personal harm, property loss, ally loss, etc.), restricting resource gain (not stealing, asking for unwarranted pay, etc.), changing allegiances/alignment (bribes, calls for surrender, etc.), and combat morale (personal harm broken down even further).
Combat Situations: (what most use Morale checks for)
Superior enemy, 25% HP or ally loss, 50% HP or ally loss, leader unconscious or lost (slain, deserted, etc.)
Loyalty Score = 50% +/- Charisma adjustment of the leader + other modifiers.
(for henchmen, hirelings, followers, associates, [basically allies])
Morale Score = 50% +/- Charisma adjustment of the leader + other modifiers.
(for intelligent monsters w/o loyalty, [basically enemies])
The Morale Check uses a creature or faction's current Loyalty or Morale Score as the target number. Rolls are made as situations predefined arise.
Loyalty Score Modifiers are tracked by individual or faction. One roll is usually enough to know who failed and who succeeded in any current grouping, with resulting individual actions to follow. There are many, many, many Loyalty Score modifiers in the game for AD&D, you need only peek at the last page of the DMG to remember. Scores were only changed when modifier in place was changed "You get paid double now", for example.
Situational Morale Check Modifiers were not quite so many. These only altered the die roll, not the current Loyalty or Morale of the participants depending upon the situation.
A single, relatively static Loyalty or Morale score was easy enough to list as an NPC stat, even with all the complexity built in.
EDIT: I seriously think this should be made into a d20 check. Bulkier, more significant modifiers would mean there were probably fewer and therefore would be more easily remembered. I mean, if combat & magic systems can both get away with d20 as the base roll and other die types for other stuff, then clerics and other PCs can live with a d20 granular-sized behavior system. (The magic system d20 rolls being the Saving Throws).
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