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<blockquote data-quote="TikkchikFenTikktikk" data-source="post: 5455174" data-attributes="member: 67494"><p>Another important trick that is very friendly to new players is introducing a morale system. I essentially use the system from Rules Cyclopedia Basic D&D.</p><p></p><p>There are a few benefits that make this worth considering:</p><ul> <li data-xf-list-type="ul">It can significantly shorten combats. Nothing makes players run away from the game like never-ending, boring gameplay.</li> <li data-xf-list-type="ul">It adds some realism. Why would all those goblins fight to the death when they see their friends and leader getting slaughtered?</li> <li data-xf-list-type="ul">It opens up story opportunities. If they resist the temptation to coup de grace the goblin mage that just surrendered, he can lead them out of the forest/to an abandoned dwarven mine/to his hobgoblin overlord/etc.</li> </ul><p></p><p>The system is very, very, very easy. I emphasize how easy it is because I've seen complicated ones that hurt more than help.</p><p></p><p>A monster rolls a morale saving throw when:</p><p>* It becomes bloodied.</p><p>* Half of its group are dead, have surrendered, or have fled the encounter.</p><p>* The "leader" of the group dies, surrenders, or flees the encounter.</p><p></p><p>If the monster rolls 10 or higher, it saves and continues doing what it was doing.</p><p></p><p>If it rolls less than 10 it either flees or surrenders. If the monster fails the throw by more than 4 it flees (PANIC! Aieee!), otherwise it surrenders.</p><p></p><p>"Mindless" monsters (skeletons and zombies, etc.) don't make morale saving throws.</p><p></p><p>Let the "leader" be flexible. They don't necessarily have to have a Leader template applied. Some combats might not have one.</p><p></p><p>If you feel this is too simple, you might want to add adjustments to the saving throw. You might allow anything that can affect a regular saving throw affect a this morale saving throw. Or, consider something like this little table</p><p>+2 if monsters outnumber (consider requiring 2:1 ratio) players and their allies</p><p>-2 if monsters are outnumbered (consider requiring 2:1 ratio) by players and their allies</p><p>+2 if leader is still alive (consider restricting to being within 5 or 10 squares of leader)</p><p>-2 if leader is dead, has surrendered, or has fled</p><p>+2 if all original members of group are alive and have not surrendered or fled</p><p>-2 if 50% or fewer of original members of group are alive, have not surrendered, or have not fled</p></blockquote><p></p>
[QUOTE="TikkchikFenTikktikk, post: 5455174, member: 67494"] Another important trick that is very friendly to new players is introducing a morale system. I essentially use the system from Rules Cyclopedia Basic D&D. There are a few benefits that make this worth considering: [LIST] [*]It can significantly shorten combats. Nothing makes players run away from the game like never-ending, boring gameplay. [*]It adds some realism. Why would all those goblins fight to the death when they see their friends and leader getting slaughtered? [*]It opens up story opportunities. If they resist the temptation to coup de grace the goblin mage that just surrendered, he can lead them out of the forest/to an abandoned dwarven mine/to his hobgoblin overlord/etc. [/LIST] The system is very, very, very easy. I emphasize how easy it is because I've seen complicated ones that hurt more than help. A monster rolls a morale saving throw when: * It becomes bloodied. * Half of its group are dead, have surrendered, or have fled the encounter. * The "leader" of the group dies, surrenders, or flees the encounter. If the monster rolls 10 or higher, it saves and continues doing what it was doing. If it rolls less than 10 it either flees or surrenders. If the monster fails the throw by more than 4 it flees (PANIC! Aieee!), otherwise it surrenders. "Mindless" monsters (skeletons and zombies, etc.) don't make morale saving throws. Let the "leader" be flexible. They don't necessarily have to have a Leader template applied. Some combats might not have one. If you feel this is too simple, you might want to add adjustments to the saving throw. You might allow anything that can affect a regular saving throw affect a this morale saving throw. Or, consider something like this little table +2 if monsters outnumber (consider requiring 2:1 ratio) players and their allies -2 if monsters are outnumbered (consider requiring 2:1 ratio) by players and their allies +2 if leader is still alive (consider restricting to being within 5 or 10 squares of leader) -2 if leader is dead, has surrendered, or has fled +2 if all original members of group are alive and have not surrendered or fled -2 if 50% or fewer of original members of group are alive, have not surrendered, or have not fled [/QUOTE]
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