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Morale
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<blockquote data-quote="the Jester" data-source="post: 5819720" data-attributes="member: 1210"><p>You can also 'just decide' whether the monsters hit, make their saves, run out of hit points, etc. without ever consulting the rules. You just decide that it happens... and it does! It really is that easy. <em>But that misses the point.</em> Some dms, myself included, don't <em>want</em> to decide everything arbitrarily. I don't want to know the outcome; I want to be surprised, just like the players. </p><p></p><p></p><p></p><p>Sounds like you've never played BECMI or another system with simple, efficient morale rules. I assure you that it is quite possible to craft morale rules that handle individual situations with a general rule, a few quick modifiers and the caveat that the dm's judgment always takes precedence.</p><p></p><p></p><p></p><p>How are morale rules more prescriptive than, say, rules for the prices of items? Or rules for how diplomacy checks work? Or rules for how wounds heal over time if not treated?</p><p></p><p>It's not like morale rules, even detailed and complex ones, are going to take up a lot of page space- if it takes up more than one page, that is shockingly complex, while a single paragraph and a few sample modifiers ought to suffice.</p><p></p><p></p><p></p><p>I agree- using a bell curve is a wonderful way to have brave monsters typically react bravely and cowardly ones break quick and easy.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5819720, member: 1210"] You can also 'just decide' whether the monsters hit, make their saves, run out of hit points, etc. without ever consulting the rules. You just decide that it happens... and it does! It really is that easy. [i]But that misses the point.[/i] Some dms, myself included, don't [i]want[/i] to decide everything arbitrarily. I don't want to know the outcome; I want to be surprised, just like the players. Sounds like you've never played BECMI or another system with simple, efficient morale rules. I assure you that it is quite possible to craft morale rules that handle individual situations with a general rule, a few quick modifiers and the caveat that the dm's judgment always takes precedence. How are morale rules more prescriptive than, say, rules for the prices of items? Or rules for how diplomacy checks work? Or rules for how wounds heal over time if not treated? It's not like morale rules, even detailed and complex ones, are going to take up a lot of page space- if it takes up more than one page, that is shockingly complex, while a single paragraph and a few sample modifiers ought to suffice. I agree- using a bell curve is a wonderful way to have brave monsters typically react bravely and cowardly ones break quick and easy. [/QUOTE]
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