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<blockquote data-quote="Pauln6" data-source="post: 9253083" data-attributes="member: 6777422"><p>Obviously, the DM sets the parameters and decides how much of a chance those villagers have but broad brush, commoners are averaged adults and settlements have GP based resource limits. You can roll the townsfolk up individually if you really have the time or even roll them up using something like this: <a href="https://donjon.bin.sh/d20/demographics/" target="_blank">https://donjon.bin.sh/d20/demographics/</a> or use the 1e write-ups like those in Greyhawk to define the strength of the military and supporting militias. Yes, you could even do a training montage as the plucky villagers prepare to fight for their very existence and should have a chance to score some hits. Dragons could rule the world if humans didn't have the advantage of numbers after all.</p><p></p><p>There is one other thing that 5e abandoned, which I think should have been retained in monster stats: the Morale Score. This could represent the base DC to frighten or intimidate and adds a sliver of personality to monster stat blocks. In 2e, I think the score ranged from Cowardly to Fanatic, so goblins might have had shaky morale at 8-9, while hobgoblins had steady morale at 11-12.</p><p></p><p>Page 273 of the 5e DMG discusses the optional rules for morale albeit unsophisticated ones requiring a DC10 Wisdom Save. It says that a monster might flee if:</p><ul> <li data-xf-list-type="ul">The creature is surprised</li> <li data-xf-list-type="ul">The creature is reduced to half of it’s hit points</li> <li data-xf-list-type="ul">The creature has no way to harm it’s opponents</li> </ul><p>or a group of creatures might flee if:</p><ul> <li data-xf-list-type="ul">The group is surprised</li> <li data-xf-list-type="ul">The group’s leader is reduced to zero hit points, incapacitated, taken prisoner, or removed from battle</li> <li data-xf-list-type="ul">The group is reduced to half of it’s original size with no losses on the opposite side</li> </ul><p>You can further refine this:</p><ul> <li data-xf-list-type="ul">If their leader is killed in a bloody or disgraceful way.</li> <li data-xf-list-type="ul">If escape would be easy and more beneficial for their mission.</li> </ul><p>Opposite factors, those that would have even a coward stay to fight, would be:</p><ul> <li data-xf-list-type="ul">Risk of torture or imprisonment.</li> <li data-xf-list-type="ul">Their leader inspires them to fight on.</li> <li data-xf-list-type="ul">Their leader's death was inspiring and tragic.</li> <li data-xf-list-type="ul">The enemy is clearly going to kill everyone behind them, so they need to stay and protect them.</li> </ul><p>Then there was the Unearthed Arcana: Mass Combat playtest rules:</p><p></p><p>Morale Ratings </p><p> –10 Openly rebellious </p><p> –8 Mutinous</p><p> –4 Disgruntled </p><p> –2 Shaky </p><p>+0 Typical</p><p>+2 Motivated </p><p>+4 Stalwart </p><p>+8 Fanatic </p><p>+10 Unbreakable </p><p></p><p>Militia is going to have unsteady morale and soldiers typical morale, possibly boosted by a powerful or charismatic leader. So when 50%+ of your allies flee due to dragon fear, that doesn't mean the ones who saved are not going to join them unless as DM, you decide that they don't.</p><p></p><p>Upshot, is that there is enough discretion in the rules that villagers can or can't kill a Schrodinger's dragon. There isn't a right or wrong answer but there are plenty of rules that can tweak the odds in either direction. It's almost like the game is flexible...</p></blockquote><p></p>
[QUOTE="Pauln6, post: 9253083, member: 6777422"] Obviously, the DM sets the parameters and decides how much of a chance those villagers have but broad brush, commoners are averaged adults and settlements have GP based resource limits. You can roll the townsfolk up individually if you really have the time or even roll them up using something like this: [URL]https://donjon.bin.sh/d20/demographics/[/URL] or use the 1e write-ups like those in Greyhawk to define the strength of the military and supporting militias. Yes, you could even do a training montage as the plucky villagers prepare to fight for their very existence and should have a chance to score some hits. Dragons could rule the world if humans didn't have the advantage of numbers after all. There is one other thing that 5e abandoned, which I think should have been retained in monster stats: the Morale Score. This could represent the base DC to frighten or intimidate and adds a sliver of personality to monster stat blocks. In 2e, I think the score ranged from Cowardly to Fanatic, so goblins might have had shaky morale at 8-9, while hobgoblins had steady morale at 11-12. Page 273 of the 5e DMG discusses the optional rules for morale albeit unsophisticated ones requiring a DC10 Wisdom Save. It says that a monster might flee if: [LIST] [*]The creature is surprised [*]The creature is reduced to half of it’s hit points [*]The creature has no way to harm it’s opponents [/LIST] or a group of creatures might flee if: [LIST] [*]The group is surprised [*]The group’s leader is reduced to zero hit points, incapacitated, taken prisoner, or removed from battle [*]The group is reduced to half of it’s original size with no losses on the opposite side [/LIST] You can further refine this: [LIST] [*]If their leader is killed in a bloody or disgraceful way. [*]If escape would be easy and more beneficial for their mission. [/LIST] Opposite factors, those that would have even a coward stay to fight, would be: [LIST] [*]Risk of torture or imprisonment. [*]Their leader inspires them to fight on. [*]Their leader's death was inspiring and tragic. [*]The enemy is clearly going to kill everyone behind them, so they need to stay and protect them. [/LIST] Then there was the Unearthed Arcana: Mass Combat playtest rules: Morale Ratings –10 Openly rebellious –8 Mutinous –4 Disgruntled –2 Shaky +0 Typical +2 Motivated +4 Stalwart +8 Fanatic +10 Unbreakable Militia is going to have unsteady morale and soldiers typical morale, possibly boosted by a powerful or charismatic leader. So when 50%+ of your allies flee due to dragon fear, that doesn't mean the ones who saved are not going to join them unless as DM, you decide that they don't. Upshot, is that there is enough discretion in the rules that villagers can or can't kill a Schrodinger's dragon. There isn't a right or wrong answer but there are plenty of rules that can tweak the odds in either direction. It's almost like the game is flexible... [/QUOTE]
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