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Morale
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Author:  Mark Hall [ Mon Jun 26, 2017 4:24 pm ]
Post subject:  Morale

How do y'all handle Morale in C&C? Since I've been using T1/B2, I'm mostly going with (A)D&D morale numbers and rolling a d20 to check, but what methods do y'all use?

Author:  Treebore [ Mon Jun 26, 2017 5:11 pm ]
Post subject:  Re: Morale

Same as you.

Author:  Treebore [ Mon Jun 26, 2017 10:12 pm ]
Post subject:  Re: Morale

To clarify, I use a D20 roll, and I use the 1E DMG for inspiration , when I need it, to decide on modifiers, and the like. Otherwise I more or less treat it like a WIS check, but always as a Prime (IE 12 base), since staying alive is pretty critical to nearly everything that is living in the first place.

So low HD creatures are not very likely to figure out its a good idea to run for their lives until its too late, but still fairly likely, which can help keep low level PC's alive too.

Higher level creatures I figure are going to be more conflicted about running until a fair number of their cohorts are already down, because they know they aren't weak, are not bottom of the barrel fighting types, etc...

Regardless of level, I don't make moral rolls until wounds start getting dealt out and creatures start going down. The only time I will roll before battle is if one side out numbers the other by a ratio of 2 to 1 or better. Not taking into account spells, class abilities, and the like.

Author:  Buttmonkey [ Mon Jun 26, 2017 11:17 pm ]
Post subject:  Re: Morale

I either eyeball it or just roll a d6 and take my cue from the result.

Author:  serleran [ Tue Jun 27, 2017 5:26 pm ]
Post subject:  Re: Morale

An updated system based on this...


Morale –When All Else Fails: Run!
For the Castles and Crusades game by Troll Lord Games
by Robert Doyel

Combat, by its nature, is unpredictable. The foolish and fearless actively seek to embrace the random chaos of battle. Intelligent creatures, generally, know when to cut and run, sparing their own life. However, some will continue to fight to the bitter end, sacrificing to save others. That is what morale, in its basic sense, is. In game terms, morale serves to function as a means to ease Castle Keeper duties, allowing for massive fights to denigrate to a simpler one, but also to involve a stronger hint of realism. These rules are not intended to be used unequivocally, but altered and practiced judiciously, with the greater theme and flavor of the game retained.

Morale is an added statistic to all monsters, and it represents a breaking point, at which the creature will generally retreat, surrender, or otherwise end combat for itself. It bears a resemblance to Spell Resistance or Armor Class, in that it is a static number, and a d20 is used to resolve it; also, like Spell Resistance, a creature’s Hit Dice are not used to modify the
morale check, however, other circumstances are, which are detailed below. In general, creatures known or described as fearless or enjoying combat will not retreat unless severe situations arise, and those which are more civil will often retreat when great danger is posed.

A check for morale is made under specific circumstance, as noted below, and is often checked per creature, though a Castle Keeper can roll for small groups as desired. A morale check is successful when the d20 result, with associated penalties, is greater than the listed value for morale. In such cases, the creature continues to fight and act in combat as normal. A failed morale check results in retreat or surrender.

The following conditions require a morale check. They are not cumulative, though a penalty of -1 is applied for each. For example, if a group of goblins are encountered and seven of them are slain in the first round, including the goblin leader, and another is struck for half its hit points, then three cases have been met (one for the number of slain goblins, one for the leader’s death, and the final for damage taken), resulting in a -3 penalty to the morale check. Note: These rules are not intended to be used by a party of player characters, as their actions should be determined by the decisions of those playing.

Ø Creature struck for more than half its Hit Points in a single round
Ø Leader of monster encounter is slain, captured, or rendered ineffective
Ø Opposition possesses more powerful magic
Ø Creatures outnumbered by opposition
Ø Opponent unharmed after being attacked or is obviously superior

The following are modifiers to the morale check, and they are cumulative:

Ø Per enemy slain in battle (+1)
Ø Outnumbering the enemy by 2:1 or more (+3)
Ø Possessing more powerful magic than opponent (+3)
Ø Suffering no damage or loss in previous combat round (+5)
Ø Slaying, capturing, or rendering of enemy leader ineffectual (+5)
Ø Defending lair or offspring (+10)
Ø Per failed morale check by an ally (-1)
Ø Per ally slain in a single round (-2)

Morale for creatures described in Monsters and Treasures
Aboleth – 6
Achaierai – 5
Allip – N/A
Ankheg – 7
Ant, Giant – N/A
Ape, Great – 18 (14 bull)
Arrowhawk – 6 / 3 / 2
Assassin Vine – N/A
Baboon – 11
Banshee – N/A
Barghest – 8 - 2
Basilisk – 14
Bear, Black – 19 or 17 (rearing)
Bear, Brown (Grizzly) – 7
Bear, Cave – 4
Behir – 4
Belker – 10
Bird of Prey – 17 / 14
Blink Dog – 12 or 4 (vs. evil)
Boar, Wild (Razorback) – 12
Bodak – N/A
Bugbear – 10 or 8 (in lair)
Bulette– 9
Cat – 17 or 15 (rearing)
Centaur – 14 or 10 (defending)
Chimera – 3
Cloaker – 10
Cockatrice – 15
Couatl– 6
Crocodile (Alligator) – 9
Darkmantle – 11
Devourer – 2
Dinosaur, Triceratops– 6
Dinosaur, Tyrannosaurus – 2
Dog (Coyote) – 17 or 13 (hungry)
Doppelganger – 11
Dragon, Black – 2
Dragon, Blue – 2
Dragon, Green – 2
Dragon, Red – 2
Dragon, White – 2
Dragon, Brass – 2
Dragon, Bronze – 2
Dragon, Copper – 2
Dragon, Gold – 2
Dragon, Silver – 2
Dragonne – 2
Drider – 7
Dryad – 14
Dwarf – 10 or 6 (lair)
Eagle, Giant – 9
Elemental, Air – N/A
Elemental, Earth – N/A
Elemental, Fire – N/A
Elemental, Water – N/A
Elephant – 7
Elf – 9 or 5 (lair)
Ettercap – 15
Ettin – 6
Fleshcrawler – 13
Frog, Giant – 15
Frost Worm – 2
Fungus, Violet – N/A
Gargoyle – 11
Gelatinous Cube – N/A
Genie, Djinni– 6
Genie, Efreeti– 2
Ghast – N/A
Ghost – N/A
Ghoul – N/A
Giant, Cloud – 3 or 2 (rearing)
Giant, Fire – 4 or 2 (rearing)
Giant, Frost – 5 or 3 (rearing)
Giant, Hill – 4 or 2 (rearing)
Giant, Stone – 10 or 8 (rearing)
Giant, Storm – 2
Gibbering Mouther – 10
Gnoll – 12 or 6 (lair)
Gnome – 13 or 7 (lair)
Goblin – 17 or 11 (lair)
Golem, Clay – N/A
Golem, Flesh – N/A
Golem, Iron – N/A
Golem, Stone – N/A
Gorgon – 6
Green Slime – N/A
Griffon – 11
Hag, Annis – 2
Hag, Green – 6
Hag, Night – 2
Halfling – 9 or 3 (lair)
Harpy – 13
Hellhound– 6 / 2
Herd Animal – N/A
Hippogriff – 18 or 14 (vs. griffons)
Hobgoblin – 13 or 7 (lair)
Homunculus – N/A
Horse, Heavy War – 10
Horse, Light War – 11
Horse, Riding – 16
Human – 11 or 5 (lair)
Hydra – 9 to 2
Imp – 12
Invisible Stalker – 8
Jackal – 12
Jaculus – 15
Kobold – 17 or 11 (lair)
Kraken (Leviathan) – 2
Lamia – 2
Lammasu – 6
Lich – N/A
Lion – 14
Lizard, Giant – 10
Lizardfolk – 14 or 8 (lair)
Locathah – 13
Lycanthrope, Werebear – 7
Lycanthrope, Wereboar – 5
Lycanthrope, Wererat – 10
Lycanthrope, Weretiger – 7
Lycanthrope, Werewolf – 5
Lynx, Giant – 18
Manticore – 6
Medusa – 8
Merman/Mermaid – 18
Mimic – N/A
Minotaur – 5
Mummy – N/A
Naga, Dark – 2
Naga, Ghost – 4
Naga, Guardian – N/A
Naga, Spirit – 2
Naga, Water – 13
Nightmare – 5
Nymph – 15
Ogre – 10
Ogre Mage – 6
Ooze, Black Pudding – N/A
Ooze, Gray – N/A
Ooze, Ochre Jelly – N/A
Orc – 13 or 8 (lair)
Otyugh – 11
Owlbear – N/A
Pegasus – 14 or 10 (mounted)
Phase Spider – 10
Pony – 16
Pony, War – 11
Prysmal Eye (Nonocculus) – 6
Pseudodragon – 10
Purple Worm – 3
Quasit – 10
Rakshasa – 2
Rat, Giant – 18
Raven – 18
Remorhaz – 3
Roc – 2
Roper – 6
Rust Monster – 12
Sahuagin – 9
Salamander – 11
Satyr – 13
Screecher – N/A
Shadow – N/A
Shadow Mastiff – 8
Shambling Mound – N/A
Shark – 14
Shark, Megalodon – 2
Skeleton – N/A
Snake, Giant Constrictor – 16
Snake, Venomous – 18
Spectre – N/A
Sphinx, Androsphinx – 6
Sphinx, Criosphinx – 2
Sphinx, Gynosphinx – 6
Sphinx, Hieracosphinx – 3
Spider, Small – 11
Spider, Medium – 9
Spider, Large – 7
Sprite, Grig – 8
Sprite, Nixie – 13
Sprite, Pixie – 15
Stirge – 10
Tavis (Worm) Wyrm – 14
Tick, Giant – 15
Tiger – 14
Titan – 2
Toad, Giant – 12
Treant – 11 or 7 (lair)
Troglodyte – 18 or 14 (lair)
Troll – 6
Troll, Hill – 5
Troll, River – 3
Unicorn – 10
Vampire – N/A
Wight – N/A
Will-O’-Wisp – 2
Wolf – 13
Wolf, Winter – 11
Wolf, Worg – 7
Wraith – N/A
Wyvern – 5
Xorn – 6
Yrthak – 2
Zombie – N/A

In order to determine the morale for other creatures, a simple formula based is followed. As with all things related to monsters, morale is a function of Hit Dice. Creatures which are listed as having Mental saves as Primary have a base morale of 12, and those which do not have Mental saves as Primary begin morale at a rating of 18. Each hit dice possessed by the creature reduces this value by one. The limits of morale are 2 on the lowest side, and 19 on the highest. Note that some creatures, such as undead, oozes, plants, elementals, and golems, are not rated for morale and so not need this value calculated.

The following are factors of morale, all of which are cumulative:
Per special ability rated as a Type I ability (-1)
Per special ability rated as a Type II ability (-2)
Per special ability rated as a Type III ability (-3)
Per unit of twenty like creatures (-1)
Creature is always encountered singularly (+2)
Creature is encountered with its mate or offspring (-2)
Creature is noted as being aggressive, territorial, war-like, or fearless (-4)
Creature is noted as cowardly or prone to retreat from combat (+4)

Author:  DMMike [ Tue Jun 27, 2017 7:39 pm ]
Post subject:  Re: Morale

Buttmonkey wrote:
I either eyeball it or just roll a d6 and take my cue from the result.


Same here, though I sometimes use a d10. Weaker Chaotic monsters are more likely to run to save their skins while Lawfuls are more likely to stick it out.

GM Mike

Author:  Captain_K [ Fri Jun 30, 2017 11:23 am ]
Post subject:  Re: Morale

My first assumption is everyone/thing wants to live and that requires eating but it also requires thought to not committing suicide.. fight to 1/2 hit points and some group causalities.. then thoughts turn to preservation and flight.

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