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Unearthed Arcana: Combat Velocity
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<blockquote data-quote="LostSoul" data-source="post: 5580293" data-attributes="member: 386"><p>Thanks!</p><p></p><p>The morale system is pretty simple. At the end of each round (I'm not sure if there's a definite "end of the round" state in 4E; I guess that would be when init cycles around again), if one or more of the triggers are satisfied, then you make the check. The list of triggers looks long, but it's not that complicated; all you have to remember is this:</p><p></p><p>- Are the 50% of the monsters or their leader bloodied, dead, or "screwed"? (I think it's pretty easy to make a judgement call to determine what "screwed" means.)</p><p>- If the PCs are in the same boat (bloodied, dead, or screwed), then the monsters get a bonus to the check.</p><p></p><p>The DC is set by the party's level. I was using the Easy DC for their level.</p><p></p><p>The roll is either the leader's "Will Save" - 1d20 + Will - 10, or an applicable skill. (Diplomacy or Intimidate would be good candidates.) I use this instead of a saving throw because I want NPCs who should be stronger-willed to resist morale checks more easily.</p><p></p><p>Failure simply means that the monsters change tactics. Goblins flee, hobgoblins make a tactical withdrawal, humans surrender, tieflings negotiate, orcs fly into a berserk fury, zombies swarm a different target, etc. </p><p></p><p>There are two reasons to use this system: </p><p></p><p>1. If the monsters surrender/flee/parley or not is a big deal, one that's hard to make without bias. If the fight is close and you think you can bring a PC or two down, do you really think the monsters would fight to the death in order to do that? This system helps the DM make that decision. While the DM still has to decide <em>what</em> a failed morale check means (which keeps the system from being a straitjacket), it raises a red flag telling the DM to reconsider NPC motivations.</p><p></p><p>2. The system is supposed to create a more dynamic situation. It's easy to have the NPCs go into combat with one single goal in mind, and fight to the death. The DM has a lot to process, and it can be hard to switch things up in the middle of the fight.</p><p></p><p>I think you could use a failed morale check to simply change the situation. The morale check is trying to say, "Things might start to grind now"; if you switch things up, you'll avoid that. Maybe a rift to another plane opens. Maybe a wandering monster shows up. Maybe the environment changes - the bridge begins to crumble, it starts to pour down rain, a thick fog moves in, etc. A <a href="http://dndwithpornstars.blogspot.com/2011/04/5-kinds-of-random-generators-what-makes.html" target="_blank">good random table</a> can really work well here.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5580293, member: 386"] Thanks! The morale system is pretty simple. At the end of each round (I'm not sure if there's a definite "end of the round" state in 4E; I guess that would be when init cycles around again), if one or more of the triggers are satisfied, then you make the check. The list of triggers looks long, but it's not that complicated; all you have to remember is this: - Are the 50% of the monsters or their leader bloodied, dead, or "screwed"? (I think it's pretty easy to make a judgement call to determine what "screwed" means.) - If the PCs are in the same boat (bloodied, dead, or screwed), then the monsters get a bonus to the check. The DC is set by the party's level. I was using the Easy DC for their level. The roll is either the leader's "Will Save" - 1d20 + Will - 10, or an applicable skill. (Diplomacy or Intimidate would be good candidates.) I use this instead of a saving throw because I want NPCs who should be stronger-willed to resist morale checks more easily. Failure simply means that the monsters change tactics. Goblins flee, hobgoblins make a tactical withdrawal, humans surrender, tieflings negotiate, orcs fly into a berserk fury, zombies swarm a different target, etc. There are two reasons to use this system: 1. If the monsters surrender/flee/parley or not is a big deal, one that's hard to make without bias. If the fight is close and you think you can bring a PC or two down, do you really think the monsters would fight to the death in order to do that? This system helps the DM make that decision. While the DM still has to decide [i]what[/i] a failed morale check means (which keeps the system from being a straitjacket), it raises a red flag telling the DM to reconsider NPC motivations. 2. The system is supposed to create a more dynamic situation. It's easy to have the NPCs go into combat with one single goal in mind, and fight to the death. The DM has a lot to process, and it can be hard to switch things up in the middle of the fight. I think you could use a failed morale check to simply change the situation. The morale check is trying to say, "Things might start to grind now"; if you switch things up, you'll avoid that. Maybe a rift to another plane opens. Maybe a wandering monster shows up. Maybe the environment changes - the bridge begins to crumble, it starts to pour down rain, a thick fog moves in, etc. A [url=http://dndwithpornstars.blogspot.com/2011/04/5-kinds-of-random-generators-what-makes.html]good random table[/url] can really work well here. [/QUOTE]
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